Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Shader "Tutorial/03_Textures"{
- Properties{
- _Color ("Tint", Color) = (0, 0, 0, 1)
- _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader{
- Tags{ "RenderType"="Opaque" "Queue"="Geometry"}
- Pass{
- CGPROGRAM
- #include "UnityCG.cginc"
- #pragma vertex vert
- #pragma fragment frag
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
- struct appdata{
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f{
- float4 position : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- v2f vert(appdata v){
- v2f o;
- o.position = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag(v2f i) : SV_TARGET{
- fixed4 col = tex2D(_MainTex, i.uv);
- col *= _Color;
- return col;
- }
- ENDCG
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement