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March 14, 2018 04:49
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LocalColor.shader
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Shader "_kunofellasleep/LocalColor.shader" { | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass { | |
CGPROGRAM | |
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members localPos) | |
#pragma exclude_renderers d3d11 | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f { | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float4 screenPos : TEXCOORD1; | |
float3 localPos: TEXCOORD2; | |
}; | |
v2f vert (appdata v) { | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.screenPos = ComputeScreenPos(o.vertex); | |
o.localPos = v.vertex.xyz; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target { | |
fixed4 color; | |
float2 pos = (i.localPos + 0.5).xy; | |
color = fixed4(pos.xy,1.0,1.0); | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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