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@baobao
Last active December 7, 2018 02:50
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// LOD値の高い順からSubShaderを記述する必要がある
Shader "ShaderLODTest"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 10
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag (v2f_img i) : SV_Target
{
return fixed4(0, 0, 1, 1);
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 5
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag (v2f_img i) : SV_Target
{
return fixed4(1, 0, 0, 1);
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 3
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag (v2f_img i) : SV_Target
{
return fixed4(0, 1, 1, 1);
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 1
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag (v2f_img i) : SV_Target
{
return fixed4(0, 1, 0, 1);
}
ENDCG
}
}
}
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