Created
January 9, 2020 23:05
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Shader "Unlit/WhereAmITestShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#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; | |
// Add another float4 to the object that carries the data from the verticies to the fragmet shaders. | |
float4 original_vertex : TEXCOORD1; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
// Pass the original data through here. | |
o.original_vertex = v.vertex; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// Use the original vertex value to determine the fragment color. | |
fixed4 col = i.original_vertex; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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