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