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  1. Shader /*ase_name*/ "Hidden/Templates/Unlit" /*end*/
  2. {
  3. Properties
  4. {
  5. /*ase_props*/
  6. }
  7. SubShader
  8. {
  9. Tags { "RenderType"="Opaque" }
  10. LOD 100
  11. /*ase_all_modules*/
  12. /*ase_pass*/
  13. Pass
  14. {
  15. Name "Unlit"
  16. CGPROGRAM
  17. #pragma vertex vert
  18. #pragma fragment frag
  19. #pragma multi_compile_instancing
  20. #include "UnityCG.cginc"
  21. /*ase_pragma*/
  22. struct appdata
  23. {
  24. float4 vertex : POSITION;
  25. UNITY_VERTEX_INPUT_INSTANCE_ID
  26. /*ase_vdata:p=p*/
  27. };
  28. struct v2f
  29. {
  30. float4 vertex : SV_POSITION;
  31. /*ase_interp(0,):sp=sp.xyzw*/
  32. UNITY_VERTEX_OUTPUT_STEREO
  33. UNITY_VERTEX_INPUT_INSTANCE_ID
  34. };
  35. /*ase_globals*/
  36. v2f vert ( appdata v /*ase_vert_input*/)
  37. {
  38. v2f o;
  39. UNITY_SETUP_INSTANCE_ID(v);
  40. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  41. UNITY_TRANSFER_INSTANCE_ID(v, o);
  42. /*ase_vert_code:v=appdata;o=v2f*/
  43. v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3*/ float3(0,0,0) /*end*/;
  44. o.vertex = UnityObjectToClipPos(v.vertex);
  45. return o;
  46. }
  47. fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
  48. {
  49. UNITY_SETUP_INSTANCE_ID(i);
  50. fixed4 finalColor;
  51. /*ase_frag_code:i=v2f*/
  52. finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
  53. return finalColor;
  54. }
  55. ENDCG
  56. }
  57. }
  58. CustomEditor "ASEMaterialInspector"
  59. }