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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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