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Shader "Time of Day/Space" | |
{ | |
// Properties | |
// { | |
// _MainTex ("Base (RGB)", 2D) = "white" {} | |
// } | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Transparent-450" | |
"RenderType"="Transparent" | |
"IgnoreProjector"="True" | |
} | |
Fog | |
{ | |
Mode Off | |
} | |
Pass | |
{ | |
Cull Front | |
ZWrite Off | |
ZTest LEqual | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
// sampler2D _MainTex; | |
struct v2f { | |
float4 position : POSITION; | |
// float2 starUV : TEXCOORD0; | |
}; | |
v2f vert(appdata_base v) { | |
v2f o; | |
// float3 vertnorm = normalize(v.vertex.xyz); | |
o.position = mul(UNITY_MATRIX_MVP, v.vertex); | |
// o.starUV = MultiplyUV(UNITY_MATRIX_TEXTURE0, float2(vertnorm.z, vertnorm.x) / max(0.05, vertnorm.y)); | |
return o; | |
} | |
fixed4 frag(v2f i) : COLOR { | |
return 1; // i.position * 0; //tex2D(_MainTex, i.starUV.xy); | |
} | |
ENDCG | |
} | |
} | |
FallBack "None" | |
} |
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