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- Shader "foo/bar"
- {
- SubShader{
- Cull Off
- Lighting Off
- ZWrite Off
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma geometry geom
- struct appdata {
- float4 vertex : POSITION;
- };
- struct v2g {
- float4 vertex : POSITION;
- };
- struct g2f {
- float4 vertex : POSITION;
- };
- v2g vert(appdata v) {
- v2g o = (v2g)0;
- o.vertex = v.vertex;
- return o;
- }
- [maxvertexcount(4)]
- void geom(point v2g p[1], inout TriangleStream<g2f> tristream)
- {
- g2f o = (g2f)0;
- o.vertex = float4(0.1, 0.1, 0, 0);
- tristream.Append(o);
- o.vertex = float4(0.1, 0.9, 0, 0);
- tristream.Append(o);
- o.vertex = float4(0.9, 0.9, 0, 0);
- tristream.Append(o);
- }
- fixed4 frag(g2f i) : COLOR
- {
- return fixed4(1,1,1,1);
- }
- ENDCG
- }
- }
- }
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