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-
- Shader "MyShader/Sky" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
-
- SubShader {
- Tags { "Queue"="Transparent-50" "RenderType"="Opaque" }
- Blend SrcAlpha OneMinusSrcAlpha
- Fog { Mode off }
-
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;
- return col;
- }
-
- ENDCG
- }
- }
-
- }
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