Texture.shader 1022 B

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  1. Shader "YXJ/Unlit/Texture"
  2. {
  3. Properties
  4. {
  5. _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
  6. }
  7. SubShader
  8. {
  9. Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
  10. ZWrite Off
  11. Blend SrcAlpha OneMinusSrcAlpha
  12. Pass
  13. {
  14. CGPROGRAM
  15. #pragma vertex vert
  16. #pragma fragment frag
  17. #pragma target 2.0
  18. #include "UnityCG.cginc"
  19. struct appdata_t
  20. {
  21. float4 vertex : POSITION;
  22. float2 texcoord : TEXCOORD0;
  23. UNITY_VERTEX_INPUT_INSTANCE_ID
  24. };
  25. struct v2f
  26. {
  27. float4 vertex : SV_POSITION;
  28. float2 texcoord : TEXCOORD0;
  29. UNITY_VERTEX_OUTPUT_STEREO
  30. };
  31. sampler2D _MainTex;
  32. float4 _MainTex_ST;
  33. v2f vert(appdata_t v)
  34. {
  35. v2f o;
  36. UNITY_SETUP_INSTANCE_ID(v);
  37. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  38. o.vertex = UnityObjectToClipPos(v.vertex);
  39. o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
  40. return o;
  41. }
  42. fixed4 frag(v2f i) : SV_Target
  43. {
  44. fixed4 col = tex2D(_MainTex, i.texcoord);
  45. return col;
  46. }
  47. ENDCG
  48. }
  49. }
  50. }