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  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 "Unlit/TextureNoFog" {
  7. Properties {
  8. _MainTex ("Base (RGB)", 2D) = "white" {}
  9. }
  10. SubShader {
  11. Tags { "RenderType"="Opaque" }
  12. LOD 100
  13. Pass {
  14. CGPROGRAM
  15. #pragma vertex vert
  16. #pragma fragment frag
  17. #pragma target 2.0
  18. //#pragma multi_compile_fog
  19. #include "UnityCG.cginc"
  20. struct appdata_t {
  21. float4 vertex : POSITION;
  22. float2 texcoord : TEXCOORD0;
  23. UNITY_VERTEX_INPUT_INSTANCE_ID
  24. };
  25. struct v2f {
  26. float4 vertex : SV_POSITION;
  27. float2 texcoord : TEXCOORD0;
  28. //UNITY_FOG_COORDS(1)
  29. UNITY_VERTEX_OUTPUT_STEREO
  30. };
  31. sampler2D _MainTex;
  32. float4 _MainTex_ST;
  33. v2f vert (appdata_t v)
  34. {
  35. v2f o;
  36. UNITY_SETUP_INSTANCE_ID(v);
  37. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  38. o.vertex = UnityObjectToClipPos(v.vertex);
  39. o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
  40. //UNITY_TRANSFER_FOG(o,o.vertex);
  41. return o;
  42. }
  43. fixed4 frag (v2f i) : SV_Target
  44. {
  45. fixed4 col = tex2D(_MainTex, i.texcoord);
  46. //UNITY_APPLY_FOG(i.fogCoord, col);
  47. UNITY_OPAQUE_ALPHA(col.a);
  48. return col;
  49. }
  50. ENDCG
  51. }
  52. }
  53. }