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 } } }