// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. Shader "MixedRealityToolkit/Obsolete/Unlit/NoDepth" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" } LOD 100 Pass { ZTest Always Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { UNITY_SETUP_INSTANCE_ID(v); v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); return o; } fixed4 frag(v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }