Landscape Unlit VR.shader 1.8 KB

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  1. Shader "Custom/Landscape Unlit XR" {
  2. Properties {
  3. _MainTex ("Texture", 2D) = "white" {}
  4. _Color ("Color", Color) = (1,1,1,1)
  5. _Xtiling ("X Tiling", Range(1,10)) = 1
  6. }
  7. SubShader {
  8. Tags {"Queue"="Transparent" "RenderType"="Transparent" "PreviewType"="Plane"}
  9. LOD 100
  10. Pass {
  11. ZWrite Off
  12. Blend SrcAlpha OneMinusSrcAlpha
  13. Cull Off
  14. CGPROGRAM
  15. #pragma vertex vert
  16. #pragma fragment frag
  17. #include "UnityCG.cginc"
  18. #ifdef UNITY_PASS_FORWARDADD
  19. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  20. #endif
  21. struct appdata_t {
  22. float4 vertex : POSITION;
  23. float4 color : COLOR;
  24. float2 uv : TEXCOORD0;
  25. UNITY_VERTEX_INPUT_INSTANCE_ID
  26. };
  27. struct v2f {
  28. float2 uv : TEXCOORD0;
  29. float4 color : COLOR;
  30. UNITY_VERTEX_OUTPUT_STEREO
  31. float4 vertex : SV_POSITION;
  32. };
  33. sampler2D _MainTex;
  34. float4 _MainTex_ST;
  35. float4 _Color;
  36. int _Xtiling;
  37. v2f vert (appdata_t v) {
  38. v2f o;
  39. UNITY_SETUP_INSTANCE_ID(v);
  40. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  41. o.vertex = UnityObjectToClipPos(v.vertex);
  42. o.uv = float2(v.uv.x * _Xtiling, v.uv.y);
  43. o.color = v.color * _Color;
  44. return o;
  45. }
  46. fixed4 frag (v2f i) : SV_Target {
  47. fixed4 col = tex2D(_MainTex, i.uv.xy);
  48. col *= i.color;
  49. col.a *= _Color.a;
  50. return col;
  51. }
  52. ENDCG
  53. }
  54. }
  55. FallBack "Sprites/Default"
  56. }