1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 |
- Shader "Custom/Landscape Unlit XR" {
- Properties {
- _MainTex ("Texture", 2D) = "white" {}
- _Color ("Color", Color) = (1,1,1,1)
- _Xtiling ("X Tiling", Range(1,10)) = 1
- }
- SubShader {
- Tags {"Queue"="Transparent" "RenderType"="Transparent" "PreviewType"="Plane"}
- LOD 100
- Pass {
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #ifdef UNITY_PASS_FORWARDADD
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #endif
- struct appdata_t {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 uv : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- float2 uv : TEXCOORD0;
- float4 color : COLOR;
- UNITY_VERTEX_OUTPUT_STEREO
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _Color;
- int _Xtiling;
- v2f vert (appdata_t v) {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = float2(v.uv.x * _Xtiling, v.uv.y);
- o.color = v.color * _Color;
- return o;
- }
- fixed4 frag (v2f i) : SV_Target {
- fixed4 col = tex2D(_MainTex, i.uv.xy);
- col *= i.color;
- col.a *= _Color.a;
- return col;
- }
- ENDCG
- }
- }
- FallBack "Sprites/Default"
- }
|