// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. Shader "MixedRealityToolkit/Cursor" { Properties { _Color ("Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; float4 _Color; v2f vert (appdata v) { UNITY_SETUP_INSTANCE_ID(v); v2f o; o.vertex = UnityObjectToClipPos(v.vertex); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = _Color; return col; } ENDCG } } }