62 lines
No EOL
1.2 KiB
Text
62 lines
No EOL
1.2 KiB
Text
Shader "Custom/Quad"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex VertexProgram
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#pragma fragment FragmentProgram
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// #include "UnityCG.cginc"
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#include "UnityStandardBRDF.cginc"
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struct VertexData
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{
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fixed4 position : POSITION;
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// fixed3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct Interpolators
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{
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fixed4 position : SV_POSITION;
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// fixed3 normal : TEXCOORD1;
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fixed4 color : COLOR0;
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float2 uv : TEXCOORD0;
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// fixed attenuation : TEXCOORD2;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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Interpolators VertexProgram (VertexData v)
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{
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Interpolators i;
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i.position = UnityObjectToClipPos(v.position);
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// i.normal = UnityObjectToWorldNormal(v.normal);
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i.uv = TRANSFORM_TEX(v.uv, _MainTex);
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i.color = v.color;
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return i;
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}
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fixed4 FragmentProgram (Interpolators i) : SV_TARGET
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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return i.color * col;
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}
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ENDCG
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}
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}
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} |