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1 maand geleden
  1. // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
  2. // Unlit shader. Simplest possible textured shader.
  3. // - no lighting
  4. // - no lightmap support
  5. // - no per-material color
  6. Shader "MyShader/Unlit/TextureSpecial" {
  7. Properties {
  8. _Color ("Main Color", Color) = (1,1,1,1)
  9. _NormalMainTex ("Base (RGB)", 2D) = "white" {}
  10. }
  11. SubShader {
  12. Tags { "RenderType"="Opaque" }
  13. LOD 100
  14. Pass {
  15. CGPROGRAM
  16. #pragma vertex vert
  17. #pragma fragment frag
  18. #pragma target 2.0
  19. #pragma multi_compile_fog
  20. #include "UnityCG.cginc"
  21. struct appdata_t {
  22. float4 vertex : POSITION;
  23. float2 texcoord : TEXCOORD0;
  24. UNITY_VERTEX_INPUT_INSTANCE_ID
  25. };
  26. struct v2f {
  27. float4 vertex : SV_POSITION;
  28. float2 texcoord : TEXCOORD0;
  29. UNITY_FOG_COORDS(1)
  30. UNITY_VERTEX_OUTPUT_STEREO
  31. };
  32. sampler2D _NormalMainTex;
  33. float4 _NormalMainTex_ST;
  34. fixed4 _Color;
  35. v2f vert (appdata_t v)
  36. {
  37. v2f o;
  38. UNITY_SETUP_INSTANCE_ID(v);
  39. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  40. o.vertex = UnityObjectToClipPos(v.vertex);
  41. o.texcoord = TRANSFORM_TEX(v.texcoord, _NormalMainTex);
  42. UNITY_TRANSFER_FOG(o,o.vertex);
  43. return o;
  44. }
  45. fixed4 frag (v2f i) : SV_Target
  46. {
  47. fixed4 col = tex2D(_NormalMainTex, i.texcoord) * _Color;
  48. UNITY_APPLY_FOG(i.fogCoord, col);
  49. UNITY_OPAQUE_ALPHA(col.a);
  50. return col;
  51. }
  52. ENDCG
  53. }
  54. }
  55. }