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Shader "LeapHandShaders/HandReactiveUnlit" {
Properties {
[NoScaleOffset]
_ProximityGradient("Proximity Gradient", 2D) = "white" {}
_ProximityMapping("Map: DistMin, DistMax, GradMin, GradMax", Vector) = (0, 0.04, 1, 0)
}
SubShader {
Tags { }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "Assets/LeapMotion/AppModules/Shader Hand Data/Resources/HandData.cginc"
struct appdata {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float4 worldPos : TEXCOORD0;
};
sampler2D _ProximityGradient;
float4 _ProximityMapping;
v2f vert (appdata v) {
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
return evalProximityColor(i.worldPos, _ProximityGradient, _ProximityMapping);
}
ENDCG
}
}
Fallback Off
}