Shader /*ase_name*/ "Hidden/Legacy/Samples/DoublePassUnlit" /*end*/
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{
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Properties
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{
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/*ase_props*/
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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/*ase_pass*/
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Pass
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{
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Tags { }
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Name "First"
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/*ase_all_modules*/
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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/*ase_pragma*/
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p*/
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(0,):sp=sp.xyzw*/
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};
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/*ase_globals*/
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v2f vert ( appdata v /*ase_vert_input*/)
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|
{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=appdata;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3*/ float3(0,0,0) /*end*/;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
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|
{
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fixed4 finalColor;
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/*ase_frag_code:i=v2f*/
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finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
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return finalColor;
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}
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ENDCG
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}
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/*ase_pass*/
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Pass
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|
{
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|
Name "Second"
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Tags { }
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|
/*ase_all_modules*/
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|
CGPROGRAM
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|
#pragma vertex vert
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|
#pragma fragment frag
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|
#include "UnityCG.cginc"
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|
/*ase_pragma*/
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|
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|
struct appdata
|
|
{
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|
float4 vertex : POSITION;
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|
UNITY_VERTEX_INPUT_INSTANCE_ID
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|
/*ase_vdata:p=p*/
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|
};
|
|
|
|
struct v2f
|
|
{
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|
float4 vertex : SV_POSITION;
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|
UNITY_VERTEX_OUTPUT_STEREO
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|
/*ase_interp(0,):sp=sp.xyzw*/
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|
};
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|
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|
/*ase_globals*/
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|
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|
v2f vert ( appdata v /*ase_vert_input*/)
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|
{
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|
v2f o;
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|
UNITY_SETUP_INSTANCE_ID(v);
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|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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|
/*ase_vert_code:v=appdata;o=v2f*/
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|
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3*/ float3(0,0,0) /*end*/;
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|
o.vertex = UnityObjectToClipPos(v.vertex);
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|
return o;
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|
}
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|
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|
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
|
|
{
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|
fixed4 finalColor;
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|
/*ase_frag_code:i=v2f*/
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|
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finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
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return finalColor;
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}
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ENDCG
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|
}
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|
}
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|
CustomEditor "ASEMaterialInspector"
|
|
}
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