Move third party assets to ThirdParty folder
This commit is contained in:
3
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/!Readme.txt
vendored
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3
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/!Readme.txt
vendored
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@@ -0,0 +1,3 @@
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These shaders are placed in /Resources so that they are forced to be included in the build.
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This enables creating materials at runtime through scripting making sure that shaders will be available even if they are not referenced in any scene:
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material = new Material(Shader.Find(shaderName));
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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/!Readme.txt.meta
vendored
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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/!Readme.txt.meta
vendored
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 1cd08e7ff3d278242bc6cf1816f24af0
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timeCreated: 1531983039
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licenseType: Pro
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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59
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/OverlayFade.shader
vendored
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59
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/OverlayFade.shader
vendored
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@@ -0,0 +1,59 @@
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Shader "UltimateXR/Basic Unlit/Overlay Fade"
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{
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Properties
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{
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_Color("Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags{ "Queue" = "Overlay+1000" "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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ZTest Always
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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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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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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _Color;
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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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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return _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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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/OverlayFade.shader.meta
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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/OverlayFade.shader.meta
vendored
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 091e30299a43fbf49b51c4992d750f2f
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timeCreated: 1493198656
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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63
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/Unlit.shader
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63
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/Unlit.shader
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@@ -0,0 +1,63 @@
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Shader "UltimateXR/Basic Unlit/Unlit"
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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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}
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SubShader
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{
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LOD 100
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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
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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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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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return tex2D(_MainTex, i.uv) * _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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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/Unlit.shader.meta
vendored
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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/Unlit.shader.meta
vendored
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 8b8378ad843999042ae9f3d5dcd6d658
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timeCreated: 1493198656
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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69
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitAdditive.shader
vendored
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69
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitAdditive.shader
vendored
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@@ -0,0 +1,69 @@
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Shader "UltimateXR/Basic Unlit/Unlit Additive Color"
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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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_Intensity("Intensity", Float) = 1.0
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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 One
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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 _Intensity;
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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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return tex2D(_MainTex, i.uv) * _Color * i.color * _Intensity;
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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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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitAdditive.shader.meta
vendored
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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitAdditive.shader.meta
vendored
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: db6689e7132da2541a2f91d2da188592
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timeCreated: 1493198656
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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54
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitColor.shader
vendored
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54
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitColor.shader
vendored
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@@ -0,0 +1,54 @@
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Shader "UltimateXR/Basic Unlit/Unlit Color"
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{
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Properties
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{
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_Color("Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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LOD 100
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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
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{
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float4 vertex : POSITION;
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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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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _Color;
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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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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return _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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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitColor.shader.meta
vendored
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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitColor.shader.meta
vendored
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 7f3a46488c2cd484393597c9565f060c
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timeCreated: 1493198656
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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67
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitTransparent.shader
vendored
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67
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitTransparent.shader
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@@ -0,0 +1,67 @@
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Shader "UltimateXR/Basic Unlit/Unlit Transparent Color"
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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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}
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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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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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return tex2D(_MainTex, i.uv) * _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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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitTransparent.shader.meta
vendored
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9
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitTransparent.shader.meta
vendored
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 937ba134f74480c4687ca81e9780b6f9
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timeCreated: 1493198656
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
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68
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitTransparentNoDepthTest.shader
vendored
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68
Assets/ThirdParty/UltimateXR/Runtime/Resources/Shaders/UnlitTransparentNoDepthTest.shader
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@@ -0,0 +1,68 @@
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Shader "UltimateXR/Basic Unlit/Unlit Transparent Color (No Depth Test)"
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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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}
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SubShader
|
||||
{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
|
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LOD 100
|
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|
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Pass
|
||||
{
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
|
||||
ZTest Always
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
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||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
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||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
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;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
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return tex2D(_MainTex, i.uv) * _Color * i.color;
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||||
}
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||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
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||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee3db0425949b20499473cf2f8d18c7d
|
||||
timeCreated: 1493198656
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user