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- Shader /*ase_name*/ "Hidden/Templates/Legacy/UnlitLightmap" /*end*/
- {
- Properties
- {
- /*ase_props*/
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- /*ase_all_modules*/
- CGINCLUDE
- #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
- #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
- #endif
- ENDCG
- Pass
- {
- /*ase_main_pass*/
- Tags{ "LightMode" = "VertexLMRGBM" "RenderType" = "Opaque" }
- Name "Unlit LM"
- CGPROGRAM
- #pragma target 3.5
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- /*ase_pragma*/
- struct appdata
- {
- float4 vertex : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- /*ase_vdata:p=p*/
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- /*ase_interp(0,):sp=sp.xyzw*/
- };
- /*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*/
- v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
- o.vertex = UnityObjectToClipPos(v.vertex);
- 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;
- /*ase_frag_code:i=v2f*/
- finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
- return finalColor;
- }
- ENDCG
- }
- Pass
- {
- /*ase_hide_pass*/
- Tags{ "LightMode" = "VertexLM" "RenderType" = "Opaque" }
- Name "Unlit LM Mobile"
- CGPROGRAM
- #pragma target 3.5
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- /*ase_pragma*/
- struct appdata
- {
- float4 vertex : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- /*ase_vdata:p=p*/
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- /*ase_interp(0,):sp=sp.xyzw*/
- };
- /*ase_globals*/
- v2f vert ( appdata v /*ase_vert_input*/)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- /*ase_vert_code:v=appdata;o=v2f*/
- v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
- o.vertex = UnityObjectToClipPos(v.vertex);
- 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;
- /*ase_frag_code:i=v2f*/
- finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
- return finalColor;
- }
- ENDCG
- }
- }
- CustomEditor "AmplifyShaderEditor.MaterialInspector"
- }
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