Add ultimate xr
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Shader "UltimateXR/Examples/Mag Ammo Indicator"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1, 1, 1, 1)
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_Fill("Fill", Float) = 1
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}
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SubShader
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{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
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LOD 100
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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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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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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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 : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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half _Fill;
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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.uv = TRANSFORM_TEX(v.uv, _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) : SV_Target
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{
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half4 tex = tex2D(_MainTex, i.uv);
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//return ((tex.r * tex.a) - (1 - _Fill)) < 0 ? half4(0, 0, 0, 0) : tex * _Color * i.color;
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return (tex.r - (1 - _Fill)) < 0 ? half4(0, 0, 0, 0) : tex * _Color * i.color;
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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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