Shader "Hidden/PreviewShader/Sample2DTexture_1221CD9A_rgba" { Properties { [NonModifiableTextureData] Texture2D_Texture2D_D281CEC8_Uniform("Texture2D", 2D) = "white" {} } SubShader { // inside SubShader Tags { "Queue"="Geometry" "RenderType"="Opaque" "IgnoreProjector"="True" } // inside Pass ZWrite On Blend One Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" UNITY_DECLARE_TEX2D(Texture2D_Texture2D_D281CEC8_Uniform); float2 Sample2DTexture_1221CD9A_UV; struct v2f { float4 pos : SV_POSITION; float4 color : COLOR; half4 meshUV0 : TEXCOORD5; }; v2f vert (appdata_full v) { v2f o = (v2f)0; o.pos = UnityObjectToClipPos(v.vertex);; float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 viewDir = UnityWorldSpaceViewDir(worldPos); float4 screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex)); float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.meshUV0 = v.texcoord; return o; } half4 frag (v2f IN) : COLOR { half4 uv0 = IN.meshUV0; float4 Sample2DTexture_1221CD9A_rgba = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_D281CEC8_Uniform,uv0.xy); return half4(Sample2DTexture_1221CD9A_rgba.x, Sample2DTexture_1221CD9A_rgba.y, Sample2DTexture_1221CD9A_rgba.z, 1.0); } ENDCG } } Fallback Off }