2025-05-15 16:25:40 +02:00

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Shader "Oculus/Hands_Transparent" {
Properties
{
_InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
}
SubShader
{
Tags { "Queue" = "Transparent" }
Cull Back
Blend One One
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float3 viewDir;
};
float4 _InnerColor;
float4 _RimColor;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o)
{
o.Albedo = _InnerColor.rgb;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower);
}
ENDCG
}
Fallback "Diffuse"
}