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61 行
1.0 KiB

Shader "Hidden/PreviewShader/Color_Color_3FAAF5EA_Uniform" {
Properties {
}
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"
float4 Color_Color_3FAAF5EA_Uniform;
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
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);
return o;
}
half4 frag (v2f IN) : COLOR
{
return half4(Color_Color_3FAAF5EA_Uniform.x, Color_Color_3FAAF5EA_Uniform.y, Color_Color_3FAAF5EA_Uniform.z, 1.0);
}
ENDCG
}
}
Fallback Off
}