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@bitinn
Created January 24, 2018 04:05
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Amplify Shader Template Example
Shader /*ase_name*/ "AST/Extended Unlit" /*end*/
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
/*ase_props*/
}
SubShader
{
Tags {
"Queue"="Transparent"
"RenderType"="Transparent"
"IgnoreProjector"="True"
"LightMode" = "ForwardBase"
/*ase_tags*/
}
LOD 100
Cull Off
ZWrite Off
ZTest LEqual
Offset 0, -1
Blend SrcAlpha OneMinusSrcAlpha
/*ase_pass*/
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0.xy;uv1=tc1.xy*/
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,7):sp=sp.xyzw;uv0=tc0.xy;uv1=tc0.zw*/
};
uniform sampler2D _MainTex;
uniform fixed4 _Color;
/*ase_globals*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.texcoord.xy = v.texcoord.xy;
o.texcoord.zw = v.texcoord1.xy;
// ase common template code
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3*/ float3(0,0,0) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
fixed4 myColorVar;
// ase common template code
/*ase_frag_code:i=v2f*/
myColorVar = /*ase_frag_out:Frag Color;Float4*/fixed4(1,0,0,1)/*end*/;
return myColorVar;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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