lcy
2025-01-02 c867ea92cce28ea0ceb312ef8e2f8e7e0888b1d6
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
Shader "GUI/RenderTextrue"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" { }
        _Color ("Tint", Color) = (1, 1, 1, 1)
        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
    }
    
    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" }
        
        Cull Off
        Lighting Off
        ZWrite Off
        Fog
        {
            Mode Off
        }
        Blend One OneMinusSrcAlpha
        
        Pass
        {
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile DUMMY PIXELSNAP_ON
            #include "UnityCG.cginc"
            
            struct appdata_t
            {
                float4 vertex: POSITION;
                float4 color: COLOR;
                float2 texcoord: TEXCOORD0;
            };
            
            struct v2f
            {
                float4 vertex: SV_POSITION;
                fixed4 color: COLOR;
                half2 texcoord: TEXCOORD0;
            };
            
            fixed4 _Color;
            
            v2f vert(appdata_t IN)
            {
                v2f OUT;
                
                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color * _Color;
                #ifdef PIXELSNAP_ON
                    OUT.vertex = UnityPixelSnap(OUT.vertex);
                #endif
                
                return OUT;
            }
            
            sampler2D _MainTex;
            
            fixed4 frag(v2f IN): SV_Target
            {
                fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
                return c;
            }
            ENDCG
            
        }
    }
}