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Jul 18th, 2018
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  1. Shader "Custom/SimpleUnlit" {
  2.  
  3. Properties{
  4. _Aspect("Aspect Ratio", Float) = 1.66
  5. }
  6.  
  7. SubShader{
  8. LOD 200
  9.  
  10. CGINCLUDE
  11.  
  12. #pragma target 3.0
  13.  
  14. #include "UnityCG.cginc"
  15.  
  16.  
  17.  
  18. struct appdata {
  19. float4 vertex : POSITION;
  20. float2 uv : TEXCOORD0;
  21. };
  22.  
  23. struct v2f {
  24. float4 pos : SV_POSITION;
  25. float2 uv : TEXCOORD0;
  26. };
  27.  
  28. v2f vert(appdata IN) {
  29. v2f OUT;
  30.  
  31. OUT.pos = UnityObjectToClipPos(IN.vertex);
  32.  
  33. OUT.uv = IN.uv;
  34.  
  35. return OUT;
  36. }
  37.  
  38. ENDCG
  39.  
  40. Pass{
  41. Blend SrcAlpha OneMinusSrcAlpha
  42. Cull Off
  43.  
  44. CGPROGRAM
  45.  
  46. #pragma vertex vert
  47. #pragma fragment frag
  48.  
  49. fixed4 frag(v2f IN) : SV_Target{
  50.  
  51.  
  52.  
  53.  
  54.  
  55.  
  56. return float4(0, 0, 1, 1);
  57. }
  58.  
  59. ENDCG
  60. }
  61.  
  62. }
  63. }
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