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41 行
512 B

Shader "Hidden/SimpleClear" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
half4 frag (v2f i) : SV_Target
{
return half4(0,0,0,0);
}
ENDCG
}
}
Fallback off
}