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102
Assets/CapturePanorama/Shaders/Unlit Transparent HUD.shader
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102
Assets/CapturePanorama/Shaders/Unlit Transparent HUD.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/************************************************************************************
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Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved.
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Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
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you may not use the Oculus VR Rift SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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http://www.oculusvr.com/licenses/LICENSE-3.2
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Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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// Unlit alpha-blended shader.
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// - no lighting
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// - no lightmap support
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// - supports tint color
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Shader "Unlit/Transparent HUD (CapturePanorama)" {
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Properties
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{
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_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
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_Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
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}
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SubShader
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{
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LOD 100
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Tags
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{
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"Queue" = "Transparent+99"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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}
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Cull Off
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Lighting Off
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ZTest Always
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ZWrite Off
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Fog { Mode Off }
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Offset -1, -1
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color;
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return col;
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}
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ENDCG
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}
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}
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}
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