Upgraded original RothenburgAR to Unity version 2017.4.5f1 (and upgrading from standalone vuforia to the version integrated in unity)

This commit is contained in:
2018-08-03 15:43:36 +02:00
parent 64f296a0aa
commit 13041e7a70
738 changed files with 592316 additions and 0 deletions

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/*===============================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
Vuforia is a trademark of PTC Inc., registered in the United States and other
countries.
===============================================================================*/
using System.Linq;
using UnityEditor;
using UnityEngine;
using Vuforia;
using Vuforia.EditorClasses;
/// <summary>
/// Creates connection between open source files and the Vuforia library.
/// Do not modify.
/// </summary>
[InitializeOnLoad]
public static class OpenSourceInitializer
{
static OpenSourceInitializer()
{
GameObjectFactory.SetDefaultBehaviourTypeConfiguration(new DefaultBehaviourAttacher());
ReplacePlaceHolders();
}
static void ReplacePlaceHolders()
{
var trackablePlaceholders = Object.FindObjectsOfType<DefaultTrackableBehaviourPlaceholder>().ToList();
var initErrorsPlaceholders = Object.FindObjectsOfType<DefaultInitializationErrorHandlerPlaceHolder>().ToList();
trackablePlaceholders.ForEach(ReplaceTrackablePlaceHolder);
initErrorsPlaceholders.ForEach(ReplaceInitErrorPlaceHolder);
}
static void ReplaceTrackablePlaceHolder(DefaultTrackableBehaviourPlaceholder placeHolder)
{
var go = placeHolder.gameObject;
go.AddComponent<DefaultTrackableEventHandler>();
Object.DestroyImmediate(placeHolder);
}
static void ReplaceInitErrorPlaceHolder(DefaultInitializationErrorHandlerPlaceHolder placeHolder)
{
var go = placeHolder.gameObject;
go.AddComponent<DefaultInitializationErrorHandler>();
Object.DestroyImmediate(placeHolder);
}
class DefaultBehaviourAttacher : IDefaultBehaviourAttacher
{
public void AddDefaultTrackableBehaviour(GameObject go)
{
go.AddComponent<DefaultTrackableEventHandler>();
}
public void AddDefaultInitializationErrorHandler(GameObject go)
{
go.AddComponent<DefaultInitializationErrorHandler>();
}
}
}

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/*==============================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
==============================================================================*/
using UnityEngine;
using Vuforia;
/// <summary>
/// A custom handler that registers for Vuforia initialization errors
/// </summary>
public class DefaultInitializationErrorHandler : MonoBehaviour
{
#region Vuforia_lifecycle_events
public void OnVuforiaInitializationError(VuforiaUnity.InitError initError)
{
if (initError != VuforiaUnity.InitError.INIT_SUCCESS)
{
SetErrorCode(initError);
SetErrorOccurred(true);
}
}
#endregion // Vuforia_lifecycle_events
#region PRIVATE_MEMBER_VARIABLES
string mErrorText = "";
bool mErrorOccurred;
const string headerLabel = "Vuforia Initialization Error";
GUIStyle bodyStyle;
GUIStyle headerStyle;
GUIStyle footerStyle;
Texture2D bodyTexture;
Texture2D headerTexture;
Texture2D footerTexture;
#endregion // PRIVATE_MEMBER_VARIABLES
#region UNTIY_MONOBEHAVIOUR_METHODS
void Awake()
{
// Check for an initialization error on start.
VuforiaRuntime.Instance.RegisterVuforiaInitErrorCallback(OnVuforiaInitializationError);
}
void Start()
{
SetupGUIStyles();
}
void OnGUI()
{
// On error, create a full screen window.
if (mErrorOccurred)
GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height), DrawWindowContent, "");
}
/// <summary>
/// When this game object is destroyed, it unregisters itself as event handler
/// </summary>
void OnDestroy()
{
VuforiaRuntime.Instance.UnregisterVuforiaInitErrorCallback(OnVuforiaInitializationError);
}
#endregion // UNTIY_MONOBEHAVIOUR_METHODS
#region PRIVATE_METHODS
void DrawWindowContent(int id)
{
var headerRect = new Rect(0, 0, Screen.width, Screen.height / 8);
var bodyRect = new Rect(0, Screen.height / 8, Screen.width, Screen.height / 8 * 6);
var footerRect = new Rect(0, Screen.height - Screen.height / 8, Screen.width, Screen.height / 8);
GUI.Label(headerRect, headerLabel, headerStyle);
GUI.Label(bodyRect, mErrorText, bodyStyle);
if (GUI.Button(footerRect, "Close", footerStyle))
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
void SetErrorCode(VuforiaUnity.InitError errorCode)
{
switch (errorCode)
{
case VuforiaUnity.InitError.INIT_EXTERNAL_DEVICE_NOT_DETECTED:
mErrorText =
"Failed to initialize Vuforia because this " +
"device is not docked with required external hardware.";
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_MISSING_KEY:
mErrorText =
"Vuforia App key is missing. Please get a valid key " +
"by logging into your account at developer.vuforia.com " +
"and creating a new project.";
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_INVALID_KEY:
mErrorText =
"Vuforia App key is invalid. " +
"Please get a valid key by logging into your account at " +
"developer.vuforia.com and creating a new project. \n\n" +
getKeyInfo();
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_TRANSIENT:
mErrorText = "Unable to contact server. Please try again later.";
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_PERMANENT:
mErrorText = "No network available. Please make sure you are connected to the Internet.";
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_CANCELED_KEY:
mErrorText =
"This App license key has been cancelled and may no longer be used. " +
"Please get a new license key. \n\n" +
getKeyInfo();
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_PRODUCT_TYPE_MISMATCH:
mErrorText =
"Vuforia App key is not valid for this product. Please get a valid key " +
"by logging into your account at developer.vuforia.com and choosing the " +
"right product type during project creation. \n\n" +
getKeyInfo() + " \n\n" +
"Note that Universal Windows Platform (UWP) apps require " +
"a license key created on or after August 9th, 2016.";
break;
case VuforiaUnity.InitError.INIT_NO_CAMERA_ACCESS:
mErrorText =
"User denied Camera access to this app.\n" +
"To restore, enable Camera access in Settings:\n" +
"Settings > Privacy > Camera > " + Application.productName + "\n" +
"Also verify that the Camera is enabled in:\n" +
"Settings > General > Restrictions.";
break;
case VuforiaUnity.InitError.INIT_DEVICE_NOT_SUPPORTED:
mErrorText = "Failed to initialize Vuforia because this device is not supported.";
break;
case VuforiaUnity.InitError.INIT_ERROR:
mErrorText = "Failed to initialize Vuforia.";
break;
}
// Prepend the error code in red
mErrorText = "<color=red>" + errorCode.ToString().Replace("_", " ") + "</color>\n\n" + mErrorText;
// Remove rich text tags for console logging
var errorTextConsole = mErrorText.Replace("<color=red>", "").Replace("</color>", "");
Debug.LogError("Vuforia initialization failed: " + errorCode + "\n\n" + errorTextConsole);
}
void SetErrorOccurred(bool errorOccurred)
{
mErrorOccurred = errorOccurred;
}
string getKeyInfo()
{
string key = VuforiaConfiguration.Instance.Vuforia.LicenseKey;
string keyInfo;
if (key.Length > 10)
keyInfo =
"Your current key is <color=red>" + key.Length + "</color> characters in length. " +
"It begins with <color=red>" + key.Substring(0, 5) + "</color> " +
"and ends with <color=red>" + key.Substring(key.Length - 5, 5) + "</color>.";
else
keyInfo =
"Your current key is <color=red>" + key.Length + "</color> characters in length. \n" +
"The key is: <color=red>" + key + "</color>.";
return keyInfo;
}
void SetupGUIStyles()
{
// Called from Start() to determine physical size of device for text sizing
var shortSidePixels = Screen.width < Screen.height ? Screen.width : Screen.height;
var shortSideInches = shortSidePixels / Screen.dpi;
var physicalSizeMultiplier = shortSideInches > 4.0f ? 2 : 1;
// Create 1x1 pixel background textures for body, header, and footer
bodyTexture = CreateSinglePixelTexture(Color.white);
headerTexture = CreateSinglePixelTexture(new Color(
Mathf.InverseLerp(0, 255, 220),
Mathf.InverseLerp(0, 255, 220),
Mathf.InverseLerp(0, 255, 220))); // RGB(220)
footerTexture = CreateSinglePixelTexture(new Color(
Mathf.InverseLerp(0, 255, 35),
Mathf.InverseLerp(0, 255, 178),
Mathf.InverseLerp(0, 255, 0))); // RGB(35,178,0)
// Create body style and set values
bodyStyle = new GUIStyle();
bodyStyle.normal.background = bodyTexture;
bodyStyle.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
bodyStyle.fontSize = (int) (18 * physicalSizeMultiplier * Screen.dpi / 160);
bodyStyle.normal.textColor = Color.black;
bodyStyle.wordWrap = true;
bodyStyle.alignment = TextAnchor.MiddleCenter;
bodyStyle.padding = new RectOffset(40, 40, 0, 0);
// Duplicate body style and change necessary values
headerStyle = new GUIStyle(bodyStyle);
headerStyle.normal.background = headerTexture;
headerStyle.fontSize = (int) (24 * physicalSizeMultiplier * Screen.dpi / 160);
// Duplicate body style and change necessary values
footerStyle = new GUIStyle(bodyStyle);
footerStyle.normal.background = footerTexture;
footerStyle.normal.textColor = Color.white;
footerStyle.fontSize = (int) (28 * physicalSizeMultiplier * Screen.dpi / 160);
}
Texture2D CreateSinglePixelTexture(Color color)
{
// Called by SetupGUIStyles() to create 1x1 texture
var texture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
texture.SetPixel(0, 0, color);
texture.Apply();
return texture;
}
#endregion // PRIVATE_METHODS
}

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/*==============================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
==============================================================================*/
using UnityEngine;
using Vuforia;
/// <summary>
/// A custom handler that implements the ITrackableEventHandler interface.
/// </summary>
public class DefaultTrackableEventHandler : MonoBehaviour, ITrackableEventHandler
{
#region PROTECTED_MEMBER_VARIABLES
protected TrackableBehaviour mTrackableBehaviour;
#endregion // PROTECTED_MEMBER_VARIABLES
#region UNITY_MONOBEHAVIOUR_METHODS
protected virtual void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
protected virtual void OnDestroy()
{
if (mTrackableBehaviour)
mTrackableBehaviour.UnregisterTrackableEventHandler(this);
}
#endregion // UNITY_MONOBEHAVIOUR_METHODS
#region PUBLIC_METHODS
/// <summary>
/// Implementation of the ITrackableEventHandler function called when the
/// tracking state changes.
/// </summary>
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NOT_FOUND)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
OnTrackingLost();
}
else
{
// For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
// Vuforia is starting, but tracking has not been lost or found yet
// Call OnTrackingLost() to hide the augmentations
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PROTECTED_METHODS
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
}
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
}
#endregion // PROTECTED_METHODS
}

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//==============================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//==============================================================================
Shader "Custom/BrightTexture" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half4 frag(v2f i) : COLOR
{
half4 c = tex2D (_MainTex, i.uv);
float scale = 0.2f;
c.rgb = c.rgb * scale + 1.0f - scale;
return c;
}
ENDCG
}
}
FallBack "Diffuse"
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//========================================================================
// Copyright (c) 2017 PTC Inc. All Rights Reserved.
//
// Vuforia is a trademark of PTC Inc., registered in the United States and other
// countries.
//=========================================================================
Shader "Custom/CameraDiffuse"
{
Properties
{
_MaterialColor ("Color", Color) = (1,1,1,1)
}
CGINCLUDE
uniform float4 _MaterialColor;
ENDCG
SubShader
{
Pass
{
// indicate that our pass is the "base" pass in forward
// rendering pipeline. It gets ambient and main directional
// light data set up; light direction in _WorldSpaceLightPos0
// and color in _LightColor0
Tags {"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" // for UnityObjectToWorldNormal
#include "UnityLightingCommon.cginc" // for _LightColor0
struct v2f
{
fixed4 diff : COLOR0; // diffuse lighting color
float4 vertex : SV_POSITION;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// get vertex normal in world space
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
// compute world space view direction
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
// dot product between normal and light direction for
// standard diffuse (Lambert) lighting
half nl = max(0, dot(worldNormal, worldViewDir));
// factor in the material color
o.diff = lerp(_MaterialColor, nl * _MaterialColor, 0.2);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return i.diff;
}
ENDCG
}
}
}

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//===============================================================================
//Copyright (c) 2015-2016 PTC Inc. All Rights Reserved.
//
//Confidential and Proprietary - Protected under copyright and other laws.
//Vuforia is a trademark of PTC Inc., registered in the United States and other
//countries.
//===============================================================================
Shader "Custom/ColoredLines" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
}
SubShader {
Pass {
Lighting Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
Color [_Color]
}
}
}

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/*========================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Vuforia is a trademark of PTC Inc., registered in the United States and other
countries.
=========================================================================*/
Shader "Custom/DepthContour" {
Properties{
_ContourColor("Contour Color", Color) = (1,1,1,1)
_SurfaceColor("Surface Color", Color) = (0.5,0.5,0.5,1)
_DepthThreshold("Depth Threshold", Float) = 0.002
}
SubShader {
Tags { "Queue" = "Geometry" "RenderType" = "Transparent" }
Pass {
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _CameraDepthTexture;
uniform float4 _ContourColor;
uniform float4 _SurfaceColor;
uniform float _DepthThreshold;
struct v2f {
float4 pos : SV_POSITION;
float4 screenPos : TEXCOORD0;
float depth : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.pos);
COMPUTE_EYEDEPTH(o.depth);
o.depth = (o.depth - _ProjectionParams.y) / (_ProjectionParams.z - _ProjectionParams.y);
return o;
}
half4 frag(v2f i) : COLOR
{
float2 uv = i.screenPos.xy / i.screenPos.w;
float du = 1.0 / _ScreenParams.x;
float dv = 1.0 / _ScreenParams.y;
float2 uv_X1 = uv + float2(du, 0.0);
float2 uv_Y1 = uv + float2(0.0, dv);
float2 uv_X2 = uv + float2(-du, 0.0);
float2 uv_Y2 = uv + float2(0.0, -dv);
float depth0 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv)));
float depthX1 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_X1)));
float depthY1 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_Y1)));
float depthX2 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_X2)));
float depthY2 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_Y2)));
float farDist = _ProjectionParams.z;
float refDepthStep = _DepthThreshold / farDist;
float depthStepX = max(abs(depth0 - depthX1), abs(depth0 - depthX2));
float depthStepY = max(abs(depth0 - depthY1), abs(depth0 - depthY2));
float maxDepthStep = length(float2(depthStepX, depthStepY));
half contour = (maxDepthStep > refDepthStep) ? 1.0 : 0.0;
return _SurfaceColor * (1.0 - contour) + _ContourColor * contour;
}
ENDCG
}
}
Fallback "Diffuse"
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//===============================================================================
//Copyright (c) 2015 PTC Inc. All Rights Reserved.
//
//Confidential and Proprietary - Protected under copyright and other laws.
//Vuforia is a trademark of PTC Inc., registered in the United States and other
//countries.
//===============================================================================
//===============================================================================
//Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
//===============================================================================
Shader "DepthMask" {
SubShader {
// Render the mask after regular geometry, but before masked geometry and
// transparent things.
Tags {"Queue" = "Geometry-10" }
// Turn off lighting, because it's expensive and the thing is supposed to be
// invisible anyway.
Lighting Off
// Draw into the depth buffer in the usual way. This is probably the default,
// but it doesn't hurt to be explicit.
ZTest LEqual
ZWrite On
// Don't draw anything into the RGBA channels. This is an undocumented
// argument to ColorMask which lets us avoid writing to anything except
// the depth buffer.
ColorMask 0
// Do nothing specific in the pass:
Pass {}
}
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//===============================================================================
//Copyright (c) 2017 PTC Inc. All Rights Reserved.
//
//Confidential and Proprietary - Protected under copyright and other laws.
//Vuforia is a trademark of PTC Inc., registered in the United States and other
//countries.
//===============================================================================
//==============================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//==============================================================================
Shader "Custom/OutlineOpaque"
{
Properties
{
_SilhouetteSize ("Size", Float) = 0.0
_SilhouetteColor ("Color", Color) = (1,1,1,1)
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 position : POSITION;
float4 color : COLOR;
};
struct vertIn
{
float4 position : POSITION;
float3 normal : NORMAL;
};
uniform float _SilhouetteSize;
uniform float4 _SilhouetteColor;
ENDCG
SubShader
{
Tags { "Queue" = "Geometry" }
Pass
{
Cull Back
Blend Zero One
}
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
v2f vert(vertIn input)
{
v2f output;
// unmodified projected position of the vertex
output.position = UnityObjectToClipPos(input.position);
output.color = _SilhouetteColor;
// calculate silhouette in image space
float2 silhouette = TransformViewToProjection(mul((float3x3)UNITY_MATRIX_IT_MV, input.normal).xy) * _SilhouetteSize;
// add silhouette offset
output.position.xy += output.position.z * silhouette;
return output;
}
half4 frag(v2f input) :COLOR
{
return input.color;
}
ENDCG
}
}
Fallback "Diffuse"
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//========================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//Confidential and Proprietary - Protected under copyright and other laws.
//========================================================================
Shader "Custom/Text3D" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Text Color", Color) = (1,1,1,1)
}
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//==============================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//==============================================================================
Shader "Transparent/VertexLit with Z" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
// Render into depth buffer only
Pass {
ColorMask 0
}
// Render normally
Pass {
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Material {
Diffuse [_Color]
Ambient [_Color]
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