// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Copyright 2016 Nibiru. All rights reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. Shader "NAR/UnlitTextureOffaxis" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } Cull Off Blend Off ZTest Always ZWrite Off Lighting Off Fog {Mode Off} Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 color : COLOR; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : COLOR { if (i.uv.x < 0.035 || i.uv.x > 0.965 || i.uv.y < 0.04 || i.uv.y > 0.965) return (1,1,0,0); return tex2D(_MainTex, i.uv) * i.color * _Color; } ENDCG } } }