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November 9, 2016 04:31
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Shader "Screw/Texture Flat" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_Color ("Color", Color) = (1, 1, 1, 1) | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" "Queue" = "Geometry"} | |
LOD 200 | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
struct VertexInput { | |
half4 vertex : POSITION; | |
half2 texcoord : TEXCOORD; | |
}; | |
struct VertexOutput { | |
half4 pos : SV_POSITION; | |
half2 uv : TEXCOORD; | |
}; | |
sampler2D _MainTex; | |
half4 _Color; | |
VertexOutput vert (VertexInput i) { | |
VertexOutput o; | |
o.pos = mul(UNITY_MATRIX_MVP, i.vertex); | |
o.uv = i.texcoord; | |
return o; | |
} | |
half _GrayScaleFactor; | |
half4 frag (VertexOutput i) : COLOR { | |
half4 color = tex2D(_MainTex, i.uv); | |
return color * _Color; | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} |
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