Texture Only

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Revision as of 22:51, 17 March 2011 by Jessy (Talk | contribs)

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Author: Jessy


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


Drag a single texture onto the material's only variable slot.

You may need to change lowp vec2 uv to mediump vec2 uv or even highp vec2 uv, if you are using heavy tiling. If you UVs are all in the 0-1 space, the low precision should be fine, in my experience.

Click here for a zip file that includes this shader.

ShaderLab - Texture Only.shader

<shaderlab>Shader "Texture Only" {

Properties { _MainTex ("Texture", 2D) = "" }

SubShader {Pass { // iPhone 3GS and later GLSLPROGRAM varying lowp 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] }}


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