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114 lines
2.2 KiB

Shader /*ase_name*/ "ASESampleTemplates/DoublePassUnlit" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
LOD 100
/*ase_pass*/
Pass
{
Name "First"
Tags { "RenderType"="Opaque" }
/*ase_all_modules*/
CGPROGRAM
#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*/ float3(0,0,0) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
fixed4 finalColor;
/*ase_frag_code:i=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
/*ase_pass*/
Pass
{
Name "Second"
Tags { "RenderType"="Opaque" }
/*ase_all_modules*/
CGPROGRAM
#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*/ float3(0,0,0) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
fixed4 finalColor;
/*ase_frag_code:i=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}