Shader "Custom/Quad" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Cull Off Pass { CGPROGRAM #pragma vertex VertexProgram #pragma fragment FragmentProgram // #include "UnityCG.cginc" #include "UnityStandardBRDF.cginc" struct VertexData { fixed4 position : POSITION; // fixed3 normal : NORMAL; fixed4 color : COLOR; float2 uv : TEXCOORD0; }; struct Interpolators { fixed4 position : SV_POSITION; // fixed3 normal : TEXCOORD1; fixed4 color : COLOR0; float2 uv : TEXCOORD0; // fixed attenuation : TEXCOORD2; }; sampler2D _MainTex; float4 _MainTex_ST; Interpolators VertexProgram (VertexData v) { Interpolators i; i.position = UnityObjectToClipPos(v.position); // i.normal = UnityObjectToWorldNormal(v.normal); i.uv = TRANSFORM_TEX(v.uv, _MainTex); i.color = v.color; return i; } fixed4 FragmentProgram (Interpolators i) : SV_TARGET { fixed4 col = tex2D(_MainTex, i.uv); return i.color * col; } ENDCG } } }