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float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG(i.fogCoord, col); UNITY_OPAQUE_ALPHA(col.a); return col; } "Assets/DefaultResourcesExtra/Unlit˙˙˙˙Fë4šg—Ś<ĺÇčÍŰä__ FOG_LINEARFOG_EXPFOG_EXP2__ FOG_LINEARFOG_EXPFOG_EXP2 SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ONFOG_EXP FOG_EXP2 FOG_LINEARĽŕ#line 14 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #line 14 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define MSIZE 5 uniform float _RayOffsetX; uniform float _RayOffsetY; uniform float _RayScaleX; uniform float _RayScaleY; uniform int _BlackIsTransparent; uniform float _GammaCorrection; uniform sampler2D _MainTex; uniform sampler2D _DistortX; uniform sampler2D _DistortY; uniform float4 _Color; struct fragment_input{ float4 position : SV_POSITION; float2 uv : TEXCOORD0; }; fragment_input vert(appdata_img v) { fragment_input o; o.position = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord); return o; } void frag(fragment_input input, out float4 col:COLOR, out float depth:DEPTH) { // Unwarp the point. Ray range is [-4, 4] X [-4, 4]. float2 ray = input.uv * float2(8.0, 8.0) - float2(4.0, 4.0); float2 texDist = float2(_RayOffsetX, _RayOffsetY) + ray * float2(_RayScaleX, _RayScaleY); // Decode X and Y position floats from RGBA and rescale to [-0.6, 1.7). float texImageX = DecodeFloatRGBA(tex2D(_DistortX, texDist)); texImageX = texImageX * 2.3 - 0.6; float texImageY = DecodeFloatRGBA(tex2D(_DistortY, texDist)); texImageY = texImageY * 2.3 - 0.6; if (texImageX > 1 || texImageX < 0 || texImageY > 1 || texImageY < 0) { col = float4(0, 0, 0, 0); depth = 1; } else { // Find the undistorted pixel location. float2 texCoord = float2(texImageX, texImageY); float a = pow(tex2D(_MainTex, texCoord).a, (1.0 / _GammaCorrection)); float4 color = _Color; if (_BlackIsTransparent == 1) color.a *= a; else { color = a * color;; color.a = 1.0; } col = color; depth = 0; } } Assets/LeapMotion/Resources˙˙˙˙Fë4šg—Ś<ĺÇčÍŰä SHADOWS_SOFTDIRLIGHTMAP_COMBINEDDIRLIGHTMAP_SEPARATEDYNAMICLIGHTMAP_ON