Texture Only
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(Difference between revisions)
Soulburner (Talk | contribs) (Undo revision 14695 by Soulburner (talk)) |
(fixed syntax highlight; ShaderLab is C-like and looks fine with C highlighting) |
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==ShaderLab - Texture Only.shader== | ==ShaderLab - Texture Only.shader== | ||
− | <syntaxhighlight lang=" | + | <syntaxhighlight lang="c">Shader "Texture Only" { |
Properties { | Properties { |
Latest revision as of 00:37, 1 December 2013
Author: Jessy
[edit] Description
This is a seriously simple shader. It just textures your model with a single map, exactly how you painted it. No lights, no tinting; it's your job to make it look good in a painting app, when you use this! :-D
[edit] Usage
Drag a single texture onto the material's only variable slot.
[edit] ShaderLab - Texture Only.shader
Shader "Texture Only" { Properties { _MainTex ("Texture", 2D) = "" } SubShader {Pass { // iPhone 3GS and later GLSLPROGRAM varying mediump vec2 uv; #ifdef VERTEX void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; uv = gl_MultiTexCoord0.xy; } #endif #ifdef FRAGMENT uniform lowp sampler2D _MainTex; void main() { gl_FragColor = texture2D(_MainTex, uv); } #endif ENDGLSL }} SubShader {Pass { // pre-3GS devices, including the September 2009 8GB iPod touch SetTexture[_MainTex] }} }