//======= Copyright (c) Valve Corporation, All rights reserved. =============== // UNITY_SHADER_NO_UPGRADE Shader "Custom/SteamVR_ClearAll" { Properties { _Color ("Color", Color) = (0, 0, 0, 0) _MainTex ("Base (RGB)", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" float4 _Color; sampler2D _MainTex; struct v2f { float4 pos : SV_POSITION; float2 tex : TEXCOORD0; }; v2f vert(appdata_base v) { v2f o; #if UNITY_VERSION >= 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = mul(UNITY_MATRIX_MVP, v.vertex); #endif o.tex = v.texcoord; return o; } float4 frag(v2f i) : COLOR { return _Color; } ENDCG SubShader { Tags{ "Queue" = "Background" } Pass { ZTest Always Cull Off ZWrite On Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }