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VR-WuKong/Packages/PICO Unity Integration SDK-3.3.2-20251111/Assets/Resources/Controller/Neo3/PXR_Neo3.shader

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2025-11-13 17:40:28 +08:00
Shader "PXR/Neo3"
{
Properties
{
[NoScaleOffset] _MainTex("Texture", 2D) = "white" {}
[KeywordEnum(CutOff,Transparent)]_RenderMode("RenderMode",float) = 0
}
CGINCLUDE
#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 float _AlphaScale;
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);
#if defined(_RENDERMODE_CUTOFF)
clip(col.a - 0.1);
#elif defined(_RENDERMODE_TRANSPARENT)
#endif
return col;
}
ENDCG
SubShader
{
Tags
{
"RenderType" = "Opaque"
"IgnoreProjector" = "True"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
ZWrite On
ZTest On
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _RENDERMODE_CUTOFF _RENDERMODE_TRANSPARENT
ENDCG
}
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"IgnoreProjector" = "True"
}
LOD 100
ZWrite On
ZTest On
Pass
{
Tags
{
"Queue" = "Geometry"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _RENDERMODE_CUTOFF _RENDERMODE_TRANSPARENT
ENDCG
}
}
}