text: ﻿Shader "Custom/SteamVR_ClearAll" {
  	Properties { _MainTex ("Base (RGB)", 2D) = "white" {} }
  
  	CGINCLUDE
  
  	#include "UnityCG.cginc"
  
  	sampler2D _MainTex;
  
  	struct v2f {
  		float4 pos : SV_POSITION;
  		float2 tex : TEXCOORD0;
  	};
  
  	v2f vert(appdata_base v) {
  		v2f o;
  #if UNITY_VERSION >= 540
  		o.pos = UnityObjectToClipPos(v.vertex);
  #else
  		o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  #endif
  		o.tex = v.texcoord;
  		return o;
  	}
  
  	float4 frag(v2f i) : COLOR {
  		return float4(0, 0, 0, 0);
  	}
  
  	ENDCG
  
  	SubShader {
  		Tags{ "Queue" = "Background" }
  		Pass {
  			ZTest Always Cull Off ZWrite On
  			Fog { Mode Off }
  
  			CGPROGRAM
  			#pragma vertex vert
  			#pragma fragment frag
  			ENDCG
  		}
  	}
  }
  
  