Oculus Cursor Shader Issue?
Hi everyone!
I've got what I hope is a quick question, I've been using a shader provided by Oculus for my cursor, it's been working great but I recently updated Unity to the latest 5.3.3 and the cursor isn't working the way it used to, well actually it works almost the same, the difference now is that the cursor is much darker than it used to be, but only when the project is built (for windows currently). Previously it was quite a strong red colour but now it a very dark red (the cursor is simply a circle reticule). Nothing I'm aware of has changed besides the update to 5.3.3.
The shader code appears to be quite simple, so I hope it's a trivial issue I'm experiencing, I've posted the shader code below.
Does anyone have any idea what the issue could be? Also with regards to shaders I know next to nothing so a little hand holding would be appreciated.
Any help would be appreciated.
I've got what I hope is a quick question, I've been using a shader provided by Oculus for my cursor, it's been working great but I recently updated Unity to the latest 5.3.3 and the cursor isn't working the way it used to, well actually it works almost the same, the difference now is that the cursor is much darker than it used to be, but only when the project is built (for windows currently). Previously it was quite a strong red colour but now it a very dark red (the cursor is simply a circle reticule). Nothing I'm aware of has changed besides the update to 5.3.3.
The shader code appears to be quite simple, so I hope it's a trivial issue I'm experiencing, I've posted the shader code below.
Does anyone have any idea what the issue could be? Also with regards to shaders I know next to nothing so a little hand holding would be appreciated.
Shader "Custom/Mobile/Particles/Alpha Blended AfterTrans" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
}
Category {
Tags { "Queue"="Transparent+10" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
SubShader {
Pass {
SetTexture [_MainTex] {
combine texture * primary
}
}
}
}
}
Any help would be appreciated.
