Shader "Unlit/SimpleUnlitTexturedShader"
{
Properties
{
// we have removed support for texture tiling/offset,
// so make them not be displayed in material inspector
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
// use "vert" function as the vertex shader
#pragma vertex vert
// use "frag" function as the pixel (fragment) shader
#pragma fragment frag
// vertex shader inputs
struct appdata
{
float4 vertex : POSITION; // vertex position
float2 uv : TEXCOORD0; // texture coordinate
};
// vertex shader outputs ("vertex to fragment")
struct v2f
{
float2 uv : TEXCOORD0; // texture coordinate
float4 vertex : SV_POSITION; // clip space position
};
// vertex shader
v2f vert (appdata v)
{
v2f o;
// transform position to clip space
// (multiply with model*view*projection matrix)
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
// just pass the texture coordinate
o.uv = v.uv;
return o;
}
// texture we will sample
sampler2D _MainTex;
// pixel shader; returns low precision ("fixed4" type)
// color ("SV_Target" semantic)
fixed4 frag (v2f i) : SV_Target
{
// sample texture and return it
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}