Created
September 21, 2016 11:28
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screenspace.shader
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Shader "Unlit/Unlit ScreenSpace" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" "Queue" = "Geometry"} | |
CGPROGRAM | |
#pragma surface surf NoLighting noambient | |
sampler2D _MainTex; | |
struct Input { | |
half2 uv_MainTex; | |
float4 screenPos; | |
}; | |
fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) | |
{ | |
fixed4 c; | |
c.rgb = s.Albedo * 0.5; | |
c.a = s.Alpha; | |
return c; | |
} | |
void surf (Input IN, inout SurfaceOutput o) | |
{ | |
half2 screenUV = IN.screenPos.xy / IN.screenPos.w; | |
fixed4 sstc = tex2D(_MainTex, screenUV); | |
o.Albedo = sstc.rgb;// + 0.5f; | |
} | |
ENDCG | |
} | |
Fallback "Mobile/VertexLit" | |
} |
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