Shader "Oculus/Hands_Transparent" { Properties { _InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0) _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0) _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0 } SubShader { Tags { "Queue" = "Transparent" } Cull Back Blend One One CGPROGRAM #pragma surface surf Lambert struct Input { float3 viewDir; }; float4 _InnerColor; float4 _RimColor; float _RimPower; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = _InnerColor.rgb; half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal)); o.Emission = _RimColor.rgb * pow (rim, _RimPower); } ENDCG } Fallback "Diffuse" }