Assignment for RMIT Mixed Reality in 2020
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  1. Shader /*ase_name*/ "Hidden/Legacy/Samples/DoublePassUnlit" /*end*/
  2. {
  3. Properties
  4. {
  5. /*ase_props*/
  6. }
  7. SubShader
  8. {
  9. Tags { "RenderType" = "Opaque" }
  10. /*ase_pass*/
  11. Pass
  12. {
  13. Tags { }
  14. Name "First"
  15. /*ase_all_modules*/
  16. CGPROGRAM
  17. #pragma vertex vert
  18. #pragma fragment frag
  19. #include "UnityCG.cginc"
  20. /*ase_pragma*/
  21. struct appdata
  22. {
  23. float4 vertex : POSITION;
  24. UNITY_VERTEX_INPUT_INSTANCE_ID
  25. /*ase_vdata:p=p*/
  26. };
  27. struct v2f
  28. {
  29. float4 vertex : SV_POSITION;
  30. UNITY_VERTEX_OUTPUT_STEREO
  31. /*ase_interp(0,):sp=sp.xyzw*/
  32. };
  33. /*ase_globals*/
  34. v2f vert ( appdata v /*ase_vert_input*/)
  35. {
  36. v2f o;
  37. UNITY_SETUP_INSTANCE_ID(v);
  38. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  39. /*ase_vert_code:v=appdata;o=v2f*/
  40. v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3*/ float3(0,0,0) /*end*/;
  41. o.vertex = UnityObjectToClipPos(v.vertex);
  42. return o;
  43. }
  44. fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
  45. {
  46. fixed4 finalColor;
  47. /*ase_frag_code:i=v2f*/
  48. finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
  49. return finalColor;
  50. }
  51. ENDCG
  52. }
  53. /*ase_pass*/
  54. Pass
  55. {
  56. Name "Second"
  57. Tags { }
  58. /*ase_all_modules*/
  59. CGPROGRAM
  60. #pragma vertex vert
  61. #pragma fragment frag
  62. #include "UnityCG.cginc"
  63. /*ase_pragma*/
  64. struct appdata
  65. {
  66. float4 vertex : POSITION;
  67. UNITY_VERTEX_INPUT_INSTANCE_ID
  68. /*ase_vdata:p=p*/
  69. };
  70. struct v2f
  71. {
  72. float4 vertex : SV_POSITION;
  73. UNITY_VERTEX_OUTPUT_STEREO
  74. /*ase_interp(0,):sp=sp.xyzw*/
  75. };
  76. /*ase_globals*/
  77. v2f vert ( appdata v /*ase_vert_input*/)
  78. {
  79. v2f o;
  80. UNITY_SETUP_INSTANCE_ID(v);
  81. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  82. /*ase_vert_code:v=appdata;o=v2f*/
  83. v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3*/ float3(0,0,0) /*end*/;
  84. o.vertex = UnityObjectToClipPos(v.vertex);
  85. return o;
  86. }
  87. fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
  88. {
  89. fixed4 finalColor;
  90. /*ase_frag_code:i=v2f*/
  91. finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
  92. return finalColor;
  93. }
  94. ENDCG
  95. }
  96. }
  97. CustomEditor "ASEMaterialInspector"
  98. }