PXR_UnderlayHole.shader 948 B

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  1. Shader "PXR_SDK/PXR_UnderlayHole"
  2. {
  3. Properties
  4. {
  5. _MainTex("Texture(A)", 2D) = "black" {}
  6. }
  7. SubShader
  8. {
  9. Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
  10. LOD 100
  11. ZWrite Off
  12. Blend Zero OneMinusSrcAlpha,Zero Zero
  13. ColorMask RGBA
  14. Pass
  15. {
  16. CGPROGRAM
  17. #pragma vertex vert
  18. #pragma fragment frag
  19. #include "UnityCG.cginc"
  20. struct appdata
  21. {
  22. float4 vertex : POSITION;
  23. float2 texcoord : TEXCOORD0;
  24. };
  25. struct v2f
  26. {
  27. float4 vertex : SV_POSITION;
  28. float2 texcoord : TEXCOORD0;
  29. };
  30. sampler2D _MainTex;
  31. v2f vert(appdata v)
  32. {
  33. v2f o;
  34. o.vertex = UnityObjectToClipPos(v.vertex);
  35. o.texcoord = v.texcoord;
  36. return o;
  37. }
  38. fixed4 frag(v2f i) : SV_Target
  39. {
  40. fixed4 col = tex2D(_MainTex, i.texcoord);
  41. col.r = 0;
  42. col.g = 0;
  43. col.b = 0;
  44. col.a = col.a;
  45. return col;
  46. }
  47. ENDCG
  48. }
  49. }
  50. }