ArabDesert/Assets/Editor/x64/Bakery/ftAtlas.shader

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Shader "Hidden/ftAtlas"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Blend One One
ZWrite Off
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata_full v)
{
v2f o;
float2 uv1 = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw;
o.vertex = float4(uv1.xy*2-1, 0.5, 1);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return 0.1;
}
ENDCG
}
}
}