Created
September 14, 2015 11:45
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Unity5 Base Shaders
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Shader "Hidden/NewImageEffectShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
col = 1 - col; | |
return col; | |
} | |
ENDCG | |
SubShader | |
{ | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
ENDCG | |
} | |
} | |
} |
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Shader "Custom/Standard" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
CGINCLUDE | |
sampler2D _MainTex; | |
struct Input { | |
float2 uv_MainTex; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
void surf (Input IN, inout SurfaceOutputStandard o) { | |
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
o.Smoothness = _Glossiness; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf Standard fullforwardshadows | |
#pragma target 3.0 | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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Shader "Unlit/Base" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
return col; | |
} | |
ENDCG | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
ENDCG | |
} | |
} | |
} |
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