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@kunofellasleep
Last active March 14, 2018 04:49
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LocalColor.shader
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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