72 lines
1.9 KiB
Plaintext
72 lines
1.9 KiB
Plaintext
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Shader "Unlit URP Shader"
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{
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Properties
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{
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_BaseColor("Base Color",color) = (1,1,1,1)
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_MainTex("MainTex", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Overlay" }
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LOD 100
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Pass
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{
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Lighting Off
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Cull Off
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ZTest Always
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha,SrcAlpha One
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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CBUFFER_START(UnityPerMaterial)
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half4 _BaseColor;
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float _PaintHardness;
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float4 _MainTex_ST;
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CBUFFER_END
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TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
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Varyings vert(Attributes v)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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half4 frag(Varyings i) : SV_Target
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{
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half4 baseMap = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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baseMap.rgba*=_BaseColor;
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return float4(baseMap.rgb,saturate(baseMap.a*_PaintHardness));
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}
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ENDHLSL
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}
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}
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}
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