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Jan 18th, 2019
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  1. Shader "foo/bar"
  2. {
  3. SubShader{
  4. Cull Off
  5. Lighting Off
  6. ZWrite Off
  7.  
  8. Pass{
  9. CGPROGRAM
  10. #pragma vertex vert
  11. #pragma fragment frag
  12. #pragma geometry geom
  13.  
  14. struct appdata {
  15. float4 vertex : POSITION;
  16. };
  17. struct v2g {
  18. float4 vertex : POSITION;
  19. };
  20. struct g2f {
  21. float4 vertex : POSITION;
  22. };
  23.  
  24. v2g vert(appdata v) {
  25. v2g o = (v2g)0;
  26. o.vertex = v.vertex;
  27. return o;
  28. }
  29.  
  30. [maxvertexcount(4)]
  31. void geom(point v2g p[1], inout TriangleStream<g2f> tristream)
  32. {
  33. g2f o = (g2f)0;
  34. o.vertex = float4(0.1, 0.1, 0, 0);
  35. tristream.Append(o);
  36. o.vertex = float4(0.1, 0.9, 0, 0);
  37. tristream.Append(o);
  38. o.vertex = float4(0.9, 0.9, 0, 0);
  39. tristream.Append(o);
  40. }
  41.  
  42.  
  43. fixed4 frag(g2f i) : COLOR
  44. {
  45. return fixed4(1,1,1,1);
  46. }
  47. ENDCG
  48. }
  49. }
  50. }
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