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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
-
- // Unlit shader. Simplest possible textured shader.
- // - no lighting
- // - no lightmap support
- // - no per-material color
-
- Shader "Unlit/Double-Sided" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
-
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 100
-
- Pass {
- Name "FORWARD"
- Tags { "LightMode" = "ForwardBase" }
- Cull Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #pragma multi_compile_fog
-
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- v2f vert (appdata_t v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.texcoord);
- UNITY_APPLY_FOG(i.fogCoord, col);
- UNITY_OPAQUE_ALPHA(col.a);
- return col;
- }
- ENDCG
- }
- }
-
- }
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