Vertex/Fragment Template

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Revision as of 21:56, 17 January 2012


Author: Daniel Brauer

Description

This is one of the simplest vertex/fragment combination shaders you can write. It is a good starting point for any number of shaders that wouldn't make good surface shaders.

ShaderLab - Unlit.shader

Invalid language.

You need to specify a language like this: <source lang="html4strict">...</source>

Supported languages for syntax highlighting:

4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic


Shader "Custom/Basic Unlit" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		Pass {
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#include "UnityCG.cginc"
			
				struct v2f {
					float4 pos : SV_POSITION;
					float2 uv_MainTex : TEXCOORD0;
				};
			
				float4 _MainTex_ST;
			
				v2f vert(appdata_base v) {
					v2f o;
					o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
					o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
					return o;
				}
			
				sampler2D _MainTex;
			
				float4 frag(v2f IN) : COLOR {
					half4 c = tex2D (_MainTex, IN.uv_MainTex);
					return c;
				}
			ENDCG
		}
	}
}
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