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- Shader "Custom/SimpleUnlit" {
- Properties{
- _Aspect("Aspect Ratio", Float) = 1.66
- }
- SubShader{
- LOD 200
- CGINCLUDE
- #pragma target 3.0
- #include "UnityCG.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- v2f vert(appdata IN) {
- v2f OUT;
- OUT.pos = UnityObjectToClipPos(IN.vertex);
- OUT.uv = IN.uv;
- return OUT;
- }
- ENDCG
- Pass{
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- fixed4 frag(v2f IN) : SV_Target{
- return float4(0, 0, 1, 1);
- }
- ENDCG
- }
- }
- }
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