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Diffstat (limited to 'Assets/Test/12_ScrollRect/NewUnlitShader.shader')
-rw-r--r--Assets/Test/12_ScrollRect/NewUnlitShader.shader63
1 files changed, 63 insertions, 0 deletions
diff --git a/Assets/Test/12_ScrollRect/NewUnlitShader.shader b/Assets/Test/12_ScrollRect/NewUnlitShader.shader
new file mode 100644
index 0000000..85ba6c8
--- /dev/null
+++ b/Assets/Test/12_ScrollRect/NewUnlitShader.shader
@@ -0,0 +1,63 @@
+Shader "Unlit/NewUnlitShader"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ // make fog work
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ UNITY_FOG_COORDS(1)
+ float4 vertex : SV_POSITION;
+float4 col : TEXCOORD1;
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ UNITY_TRANSFER_FOG(o,o.vertex);
+//o.vertex.z = 0;
+ //o.vertex.w = 5;
+ ////o.vertex.xy *= 10;
+o.vertex.xzy *= o.vertex.w;
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ // sample the texture
+ fixed4 col = tex2D(_MainTex, i.uv);
+ // apply fog
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+ }
+ ENDCG
+ }
+ }
+}