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- Shader "Yoru/SpriteTiling" {
- Properties {
- _MainTex ("Texture", 2D) = "white" {}
- _Tiling ("Tiling", Vector) = (1,1,0,0)
- _Color ("Color", Color) = (1,1,1,1)
- }
- SubShader {
- Tags { "Queue"="Transparent" "RenderType"="Transparent" }
- LOD 100
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_instancing
- #include "UnityCG.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _Tiling;
- fixed4 _Color;
- v2f vert (appdata v) {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv * _Tiling.xy;
- return o;
- }
- fixed4 frag (v2f i) : SV_Target {
- fixed4 col = tex2D(_MainTex, i.uv) * _Color;
- return col;
- }
- ENDCG
- }
- }
- }
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