// "VIVE SDK // © 2020 HTC Corporation. All Rights Reserved. // // Unless otherwise required by copyright law and practice, // upon the execution of HTC SDK license agreement, // HTC grants you access to and use of the VIVE SDK(s). // You shall fully comply with all of HTC’s SDK license agreement terms and // conditions signed by you and all SDK and API requirements, // specifications, and documentation provided by HTC to You." Shader "VIVE/OpenXR/CompositionLayer/UnderlayAlphaZeroSolid" { Properties { _MainTex("Texture", 2D) = "white" {} _ColorScale("Color Scale", Color) = (1,1,1,1) _ColorBias("Color Bias", Color) = (0,0,0,0) } SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent"} LOD 500 ZWrite On Blend Zero Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local _ COLOR_SCALE_BIAS_ENABLED #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _ColorScale; fixed4 _ColorBias; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }