Shader "#NAME#/#Character#"
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{
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Properties
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{
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_MainTex("Main Texture", 2D) = "white" {}
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}
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Subshader
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{
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LOD 200
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Tags {
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"Queue" = "Geometry"
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"IgnoreProjector" = "True"
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"LightMode" = "ForwardBase"
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}
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Pass
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{
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Cull Back
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Fog {Mode Off}
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#pragma exclude_renderers flash
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#include "UnityCG.cginc"
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#include "SnxxzCG.cginc"
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struct vertexInput
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{
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half4 vertex : POSITION;
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half3 normal : NORMAL;
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half4 tangent : TANGENT;
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half2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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half4 pos : SV_POSITION;
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half2 uv0 : TEXCOORD0;
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};
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uniform sampler2D _MainTex;
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v2f vert(vertexInput v)
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{
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v2f o;
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o.pos = v.vertex;
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o.uv0 = v.texcoord;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target{
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half4 color;
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return color;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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