Add ultimate xr
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Shader "UltimateXR/Hands/Transparent Hand"
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{
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Properties
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{
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_Color("Color", Color) = (0.5, 0.65, 1.0, 0.4)
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_RimPower ("Rim Power", Range(1.0, 32.0)) = 10.0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue" = "Transparent" }
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LOD 100
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Pass
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{
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Blend SrcAlpha One
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Cull Off
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ZWrite Off
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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
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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float3 normal : TEXCOORD0;
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float3 viewDir : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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half4 _Color;
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half _RimPower;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.normal = v.normal;
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o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = _Color;
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col.a = cos(dot(i.normal, i.viewDir));
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col.a = pow(col.a, _RimPower) * _Color.a;
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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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