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Shader "PXR_SDK/PXR_UnderlayHole"
{
Properties
{
_MainTex("Texture(A)", 2D) = "black" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 100
ZWrite Off
Blend Zero OneMinusSrcAlpha,Zero Zero
ColorMask RGBA
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
col.r = 0;
col.g = 0;
col.b = 0;
col.a = col.a;
return col;
}
ENDCG
}
}
}