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HoloAnatomy / Assets / HoloToolkit / Input / Shaders / EditorHands.shader
SURFACEBOOK2\jackwynne on 25 May 2018 2 KB v1
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.

Shader "MixedRealityToolkit/EditorHands"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        [PerRendererData] _Color ("Tint", Color) = (1,1,1,1)
        
        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent" 
            "IgnoreProjector"="True" 
            "RenderType"="Transparent" 
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }
        
        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp] 
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            
            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                half2 texcoord  : TEXCOORD0;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            fixed4 _Color;
            v2f vert(appdata_t IN)
            {
                UNITY_SETUP_INSTANCE_ID(IN);
                v2f OUT;
                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                #ifdef UNITY_HALF_TEXEL_OFFSET
                OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
                #endif
                OUT.color = IN.color * _Color;
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                return OUT;
            }


            sampler2D _MainTex;
            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
                clip (color.a - 0.01);
                return color;
            }

        ENDCG
        }
    }
    CustomEditor "HoloToolkit.Unity.EditorHandsMaterialInspector"
}