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- //Unity's base unlit shader adapted for emulated mipmaps
- // Unlit alpha-blended shader.
- // - no lighting
- // - no lightmap support
- // - no per-material color
- Shader "Emulated Mipmap/Unlit Opaque" {
- Properties {
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- _Color("Color", Color) = (1, 1, 1, 1)
- }
- SubShader {
- Tags {"IgnoreProjector"="True"}
- LOD 100
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
- #pragma target 3.0
- #include "UnityCG.cginc"
- #include "./MipSample.cginc"
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- half2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _MainTex_TexelSize;
- float4 _Color;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = mipSample(_MainTex, i.texcoord, _MainTex_TexelSize.zw, 10, 1);
- col.a = 1;
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col * _Color;
- }
- ENDCG
- }
- }
- }
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