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- Shader "Custom/LabShader" {
- Properties {
- _Color1 ("Main Color", Color) = (1,1,1,0.5)
- _Color2 ("Main Color", Color) = (1,1,1,0.5)
- _StripeWidth ("StripeWidth", Float) = 0.2
- }
- SubShader {
- Pass {
- CGPROGRAM
- // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members untransformedPos)
- #pragma exclude_renderers d3d11 xbox360
- float4 _Color1;
- float4 _Color2;
- float _StripeWidth;
- #pragma vertex vert
- #pragma fragment frag
- struct v2f {
- float4 pos : SV_POSITION;
- float4 untransformedPos;
- };
- v2f vert(float4 v:POSITION) {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v);
- o.untransformedPos = v;
- return o;
- }
- fixed4 frag(v2f i) : COLOR {
- if(abs(fmod(i.untransformedPos.x/_StripeWidth, 2)) < 1.0)
- return _Color1;
- else
- return _Color2;
- }
- ENDCG
- }
- }
- }
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