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- Shader "Tutorial/02_Properties"{
- Properties{
- _Color ("Color", Color) = (0, 0, 0, 1)
- }
- SubShader{
- Tags{ "RenderType"="Opaque" "Queue"="Geometry"}
- Pass{
- CGPROGRAM
- #include "UnityCG.cginc"
- #pragma vertex vert
- #pragma fragment frag
- fixed4 _Color;
- struct appdata{
- float4 vertex : POSITION;
- };
- struct v2f{
- float4 position : SV_POSITION;
- };
- v2f vert(appdata v){
- v2f o;
- o.position = UnityObjectToClipPos(v.vertex);
- return o;
- }
- fixed4 frag(v2f i) : SV_TARGET{
- return _Color;
- }
- ENDCG
- }
- }
- }
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