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| // reference: http://danjohnmoran.com/Shaders/101/ | |
| Shader "Custom/ShaderCrashCourse/SimpleColorshader" | |
| { | |
| SubShader | |
| { | |
| Tags | |
| { | |
| "PreviewType" = "Plane" | |
| } | |
| Pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vertexFunction | |
| #pragma fragment fragFunction | |
| #include "UnityCG.cginc" | |
| // Input Data | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| float2 uv : TEXCOORD0; | |
| }; | |
| // Output Vertex Data | |
| struct v2f | |
| { | |
| float2 uv : TEXCOORD0; | |
| float4 position : SV_POSITION; | |
| }; | |
| v2f vertexFunction (appdata _in) | |
| { | |
| v2f _out; | |
| _out.position = UnityObjectToClipPos(_in.vertex); // Convert to screen position | |
| _out.uv = _in.uv; // return the UV mapping | |
| return _out; | |
| } | |
| fixed4 fragFunction (v2f _in) : SV_Target | |
| { | |
| float4 color = float4(_in.uv.x, 0.5, _in.uv.y, 1); // the color is depend the uv position on the mesh | |
| //float4 color = float4(_in.position.x, 0, _in.position.y, 1); // the color is depend the uv position on the mesh | |
| return color; | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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| Shader "Custom/ShaderCrashCourse/Emptyshader" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| SubShader | |
| { | |
| Pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vertexFunction | |
| #pragma fragment fragFunction | |
| #include "UnityCG.cginc" | |
| // Input Data | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| float2 uv : TEXCOORD0; | |
| }; | |
| // Output Vertex Data | |
| struct v2f | |
| { | |
| float2 uv : TEXCOORD0; | |
| float4 position : SV_POSITION; | |
| }; | |
| sampler2D _MainTex; | |
| v2f vertexFunction (appdata IN) | |
| { | |
| v2f output; | |
| output.position = mul(UNITY_MATRIX_MVP, IN.vertex); // Convert to screen position | |
| output.uv = IN.uv; // return the UV mapping | |
| return output; | |
| } | |
| fixed4 fragFunction (v2f IN) : SV_Target | |
| { | |
| // sample the texture | |
| fixed4 fragColor = tex2D(_MainTex, IN.uv); // return color for each pixel | |
| return fragColor; | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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