// /****************************************************************************** // * File: UnsupportedAreaShader.shader // * Copyright (c) 2022 Qualcomm Technologies, Inc. and/or its subsidiaries. All rights reserved. // * // * Confidential and Proprietary - Qualcomm Technologies, Inc. // * // ******************************************************************************/ Shader "Qualcomm/UnsupportedAreaShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _Alpha ("Main Alpha", Range(0,1)) = 1 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Transparent" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite On ZTest Always CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog sampler2D _MainTex; float4 _MainTex_ST; float _Alpha; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; float _TimeScale; v2f vert(appdata v) { v2f o; UNITY_INITIALIZE_OUTPUT(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); col.a *= _Alpha; return col; } ENDCG } } }