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- // 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/UnlitTexture" {
- 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 {
- return tex2D(_MainTex, i.uv) * i.color * _Color;
- }
- ENDCG
- }
- }
- }
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