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51 lines
972 B
51 lines
972 B
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 7/Texture Properties" { |
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Properties { |
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_MainTex ("Main Tex", 2D) = "white" {} |
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} |
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SubShader { |
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Pass { |
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Tags { "LightMode"="ForwardBase" } |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "Lighting.cginc" |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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struct a2v { |
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float4 vertex : POSITION; |
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float4 texcoord : TEXCOORD0; |
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}; |
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struct v2f { |
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float4 position : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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v2f vert(a2v v) { |
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v2f o; |
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// Transform the vertex from object space to projection space |
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o.position = UnityObjectToClipPos(v.vertex); |
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 c = tex2D(_MainTex, i.uv); |
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return fixed4(c.rgb, 1.0); |
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} |
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ENDCG |
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} |
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} |
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FallBack "Diffuse" |
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}
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