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A simpler version of the UI Shader for mobile and low spec devices
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Shader "UI/Fast-Default" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Transparent" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
ZTest [unity_GUIZTestMode] | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#include "UnityUI.cginc" | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
half2 texcoord : TEXCOORD0; | |
float4 worldPosition : TEXCOORD1; | |
}; | |
fixed4 _Color; | |
fixed4 _TextureSampleAdd; | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
OUT.worldPosition = IN.vertex; | |
OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition); | |
OUT.texcoord = IN.texcoord; | |
#ifdef UNITY_HALF_TEXEL_OFFSET | |
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); | |
#endif | |
OUT.color = IN.color * _Color; | |
return OUT; | |
} | |
sampler2D _MainTex; | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
return (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; | |
} | |
ENDCG | |
} | |
} | |
} |
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