SpriteTilling.shader 1.4 KB

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  1. Shader "Yoru/SpriteTiling" {
  2. Properties {
  3. _MainTex ("Texture", 2D) = "white" {}
  4. _Tiling ("Tiling", Vector) = (1,1,0,0)
  5. _Color ("Color", Color) = (1,1,1,1)
  6. }
  7. SubShader {
  8. Tags { "Queue"="Transparent" "RenderType"="Transparent" }
  9. LOD 100
  10. Pass {
  11. CGPROGRAM
  12. #pragma vertex vert
  13. #pragma fragment frag
  14. #pragma multi_compile_instancing
  15. #include "UnityCG.cginc"
  16. struct appdata {
  17. float4 vertex : POSITION;
  18. float2 uv : TEXCOORD0;
  19. UNITY_VERTEX_INPUT_INSTANCE_ID
  20. };
  21. struct v2f {
  22. float2 uv : TEXCOORD0;
  23. float4 vertex : SV_POSITION;
  24. UNITY_VERTEX_OUTPUT_STEREO
  25. };
  26. sampler2D _MainTex;
  27. float4 _MainTex_ST;
  28. float4 _Tiling;
  29. fixed4 _Color;
  30. v2f vert (appdata v) {
  31. v2f o;
  32. UNITY_SETUP_INSTANCE_ID(v);
  33. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  34. o.vertex = UnityObjectToClipPos(v.vertex);
  35. o.uv = v.uv * _Tiling.xy;
  36. return o;
  37. }
  38. fixed4 frag (v2f i) : SV_Target {
  39. fixed4 col = tex2D(_MainTex, i.uv) * _Color;
  40. return col;
  41. }
  42. ENDCG
  43. }
  44. }
  45. }