Shader "Custom/Lighting/Unlit"
{
Properties
{
_Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert(appdata v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
float4 _Color;
float4 frag(v2f i) : SV_Target {
return _Color;
}
ENDCG
}
}
}