shaoxiadiablo/Assets/Arts/VFX/Shader/Unlit_Cheng.shader

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2025-05-18 01:04:31 +08:00
Shader /*ase_name*/ "Hidden/Unlit_Cheng" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Transparent" }
LOD 100
/*ase_all_modules*/
/*ase_pass*/
Pass
{
Name "Unlit"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw;wp=tc0*/
};
/*ase_globals*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
float3 vertexValue = float3(0, 0, 0);
vertexValue = /*ase_vert_out:Vertex Offset;Float3*/vertexValue/*end*/;
v.vertex.xyz += vertexValue;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
/*ase_local_var:wp*/float3 WorldPosition = i.worldPos;
#endif
/*ase_frag_code:i=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}