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VR-WuKong/Packages/PICO Unity Integration SDK-3.3.2-20251111/Assets/Resources/Controller/G3/Shaders/PXR_G3.shader

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2025-11-13 17:40:28 +08:00
Shader "PXR/G3"
{
Properties
{
[NoScaleOffset]_MainTex ("Texture", 2D) = "white" {}
_Tint("Tint",Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
"IgnoreProjector"="True"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
ZWrite On
ZTest On
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half4 _Tint;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Tint;
return col;
}
ENDCG
}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
"IgnoreProjector"="True"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half4 _Tint;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Tint;
return col;
}
ENDCG
}
}
}