Created
February 13, 2019 23:21
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
Shader "Vertex Colors Only" { | |
Properties{ | |
} | |
SubShader{ | |
Tags { "RenderType" = "Opaque" } | |
LOD 200 | |
Pass { | |
Tags { "LightMode" = "Always" } | |
Fog { Mode Off } | |
ZWrite On | |
ZTest LEqual | |
Cull Back | |
Lighting Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma fragmentoption ARB_precision_hint_fastest | |
fixed4 _Color; | |
struct appdata { | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
}; | |
struct v2f { | |
float4 vertex : POSITION; | |
float4 vertexColor: TEXCOORD0; | |
}; | |
v2f vert( appdata v ) { | |
v2f o; | |
o.vertex = UnityObjectToClipPos( v.vertex ); | |
o.vertexColor = v.color; | |
return o; | |
} | |
fixed4 frag( v2f i ): COLOR { | |
return i.vertexColor; | |
} | |
ENDCG | |
} | |
} | |
} |
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