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