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- Shader "Unlit/ULitShadow"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader
- {
- Tags {"Queue"= "Geometry" "RenderType"="Opaque" }
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "AutoLight.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float3 worldPos: TEXCOORD1;
- SHADOW_COORDS(2)
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.worldPos = mul(unity_ObjectToWorld,float4(v.vertex.xyz,1)).xyz;
- TRANSFER_SHADOW(o);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- UNITY_LIGHT_ATTENUATION(myatten,i,i.worldPos);
- col.rgb *= myatten;
- return col;
- }
- ENDCG
- }
- }
- }
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