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- Shader /*ase_name*/ "Hidden/Templates/Unlit" /*end*/
- {
- Properties
- {
- /*ase_props*/
- }
- SubShader
- {
- /*ase_subshader_options:Name=Additional Options
- Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
- Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
- Absolute:SetPortName:1,Vertex Position
- Relative:SetPortName:1,Vertex Offset
- */
- Tags { "RenderType"="Opaque" }
- LOD 100
- /*ase_all_modules*/
- /*ase_pass*/
- Pass
- {
- Name "Unlit"
- CGPROGRAM
- #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
- //only defining to not throw compilation error over Unity 5.5
- #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
- #endif
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_instancing
- #include "UnityCG.cginc"
- /*ase_pragma*/
- struct appdata
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- /*ase_vdata:p=p;c=c*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- #ifdef ASE_NEEDS_FRAG_WORLD_POSITION
- float3 worldPos : TEXCOORD0;
- #endif
- /*ase_interp(1,):sp=sp.xyzw;wp=tc0*/
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- /*ase_globals*/
- v2f vert ( appdata v /*ase_vert_input*/)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- /*ase_vert_code:v=appdata;o=v2f*/
- float3 vertexValue = float3(0, 0, 0);
- #if ASE_ABSOLUTE_VERTEX_POS
- vertexValue = v.vertex.xyz;
- #endif
- vertexValue = /*ase_vert_out:Vertex Offset;Float3*/vertexValue/*end*/;
- #if ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- o.vertex = UnityObjectToClipPos(v.vertex);
- #ifdef ASE_NEEDS_FRAG_WORLD_POSITION
- o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- #endif
- return o;
- }
- fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(i);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- fixed4 finalColor;
- #ifdef ASE_NEEDS_FRAG_WORLD_POSITION
- /*ase_local_var:wp*/float3 WorldPosition = i.worldPos;
- #endif
- /*ase_frag_code:i=v2f*/
- finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
- return finalColor;
- }
- ENDCG
- }
- }
- CustomEditor "AmplifyShaderEditor.MaterialInspector"
- }
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