Shader "OVRColorRampAlpa" { Properties { _Color ("Main Color", Color ) = (1,1,1,1) _MainTex ("Diffuse (RGB) AlphaMask (A)", 2D) = "white" {} _ColorRamp ("Color Ramp (A)", 2D) = "white" {} _ColorRampOffset ("Color Ramp Offset", Range(0,1)) = 0.0 } Category { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _ColorRamp; float _ColorRampOffset; fixed4 _Color; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag(v2f i) : SV_Target { float4 texel = tex2D(_MainTex, i.texcoord); float2 colorIndex = float2( texel.x, _ColorRampOffset ); float4 outColor = tex2D(_ColorRamp, colorIndex) * _Color; outColor.a = texel.a; return outColor; } ENDCG } } } } // Category