SceneDebugViewer/Runtime/Shaders/Unlit.shader

46 lines
990 B
Plaintext
Raw Permalink Normal View History

Shader "Hidden/RS/Unlit"
{
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "RSPropertiesCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _RS_Texture);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_RS_Texture, i.uv);
return col;
}
ENDCG
}
}
}