So,i have this shader that is included on Google Vr SDK
Shader "GoogleVR/Reticle" {
Properties {
_Color ("Color", Color) = ( 1, 1, 1, 1 )
_InnerDiameter ("InnerDiameter", Range(0, 10.0)) = 1.5
_OuterDiameter ("OuterDiameter", Range(0.00872665, 10.0)) = 2.0
_DistanceInMeters ("DistanceInMeters", Range(0.0, 100.0)) = 2.0
}
SubShader {
Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Off
Cull Back
Lighting Off
ZWrite Off
ZTest Always
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _Color;
uniform float _InnerDiameter;
uniform float _OuterDiameter;
uniform float _DistanceInMeters;
struct vertexInput {
float4 vertex : POSITION;
};
struct fragmentInput{
float4 position : SV_POSITION;
};
fragmentInput vert(vertexInput i) {
float scale = lerp(_OuterDiameter, _InnerDiameter, i.vertex.z);
float3 vert_out = float3(i.vertex.x * scale, i.vertex.y * scale, _DistanceInMeters);
fragmentInput o;
o.position = UnityObjectToClipPos (vert_out);
return o;
}
fixed4 frag(fragmentInput i) : SV_Target {
fixed4 ret = _Color;
return ret;
}
ENDCG
}
}
}
I wish I could color the meshes using another Script, but apparently this Shader does not support Vertex Colors, and since I’m a beginner, I can not edit it to make it compatible: :(,
Could someone help me and teach me what should be done, please?