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70 行
1.2 KiB

Shader "TextureSample"
{
Properties
{
[NonModifiableTextureData] Texture2D_Texture2D_ED131035_Uniform("Texture2D", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
UNITY_DECLARE_TEX2D(Texture2D_Texture2D_ED131035_Uniform);
struct Input
{
float4 color : COLOR;
half4 meshUV0;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.meshUV0 = v.texcoord;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 uv0 = IN.meshUV0;
float4 Sample2DTexture_1EF145E2_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_ED131035_Uniform,uv0.xy);
float Sample2DTexture_1EF145E2_R = Sample2DTexture_1EF145E2_RGBA.r;
float Sample2DTexture_1EF145E2_G = Sample2DTexture_1EF145E2_RGBA.g;
float Sample2DTexture_1EF145E2_B = Sample2DTexture_1EF145E2_RGBA.b;
float Sample2DTexture_1EF145E2_A = Sample2DTexture_1EF145E2_RGBA.a;
o.Emission = Sample2DTexture_1EF145E2_RGBA;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}