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- Shader "Custom/CRTShader"
- {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off Fog { Mode off }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- #pragma target 3.0
- struct v2f
- {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- uniform sampler2D _MainTex;
- v2f vert(appdata_img v)
- {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord);
- return o;
- }
- half4 frag(v2f i): COLOR
- {
- half4 color = tex2D(_MainTex, i.uv);
- return color;
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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