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Futile Basic shader rewritten for Unity 5 (no fixed function stuff)
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//from http://forum.unity3d.com/threads/68402-Making-a-2D-game-for-iPhone-iPad-and-need-better-performance | |
Shader "Futile/Basic" //Unlit Transparent Vertex Colored | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
} | |
Category | |
{ | |
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} | |
ZWrite Off | |
ZTest Always | |
Blend SrcAlpha OneMinusSrcAlpha | |
Fog { Mode Off } | |
Lighting Off | |
Cull Off //we can turn backface culling off because we know nothing will be facing backwards | |
SubShader | |
{ | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma fragmentoption ARB_precision_hint_fastest | |
#include "UnityCG.cginc" | |
uniform sampler2D _MainTex; | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float2 texcoord : TEXCOORD0; | |
float4 color : COLOR; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
float2 texcoord : TEXCOORD0; | |
float4 color : COLOR; | |
}; | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); | |
OUT.texcoord = IN.texcoord; | |
OUT.color = IN.color; | |
return OUT; | |
} | |
fixed4 frag(v2f IN) : COLOR | |
{ | |
return tex2D( _MainTex, IN.texcoord) * IN.color; | |
} | |
ENDCG | |
} | |
} | |
} | |
} |
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