Created
February 2, 2018 10:36
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Shaderlab sample with notes in comment
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Shader "Unlit/UnityShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 //level of detail | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert //define vertex function | |
#pragma fragment frag //define fragment function | |
#include "UnityCG.cginc" // some predefined helper function | |
// property data for vertex function, | |
// which takes the shape of the model and modifies it | |
struct appdata | |
{ | |
float4 vertex : POSITION; // x,y,z,w // [POSITION] tell shader we will use this for rendering | |
float2 uv : TEXCOORD0; | |
}; | |
// property data for fragment function | |
// which applies color to the shape output by the vert function | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; // screen space position | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); //apply tiling and offset of texture | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target // render target | |
{ | |
// sample the texture | |
fixed4 col = tex2D(_MainTex, i.uv); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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