Created
March 28, 2017 15:25
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test-transparent
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Shader "Custom/UnlitTransparent" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" } | |
LOD 100 | |
Cull Off | |
ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
v2f vert (appdata_full v) { | |
v2f o; | |
o.pos = mul (UNITY_MATRIX_MVP, v.vertex); | |
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target { | |
return tex2D (_MainTex, i.uv); | |
} | |
ENDCG | |
Pass { | |
Tags { "LightMode" = "ForwardBase" } | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
ENDCG | |
} | |
} | |
Fallback Off | |
} |
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