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Cielonos/Assets/AmplifyShaderEditor/Plugins/EditorResources/Templates/Legacy/Unlit.shader
SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

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Shader /*ase_name*/ "Hidden/Built-In/Unlit" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
/*ase_subshader_options:Name=Additional Options
Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
Absolute:SetPortName:1,Vertex Position
Relative:SetPortName:1,Vertex Offset
*/
Tags { "RenderType"="Opaque" }
LOD 0
/*ase_stencil*/
/*ase_all_modules*/
CGINCLUDE
#pragma target 3.5
float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth )
{
float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 );
#if UNITY_UV_STARTS_AT_TOP
positionCS.y = -positionCS.y;
#endif
return positionCS;
}
ENDCG
/*ase_pass*/
Pass
{
Name "Unlit"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
/*ase_vdata:p=p*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
/*ase_interp(0,):sp=sp.xyzw*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_globals*/
/*ase_funcs*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
/*ase_vert_code:v=appdata;o=v2f*/
float3 vertexValue = float3( 0, 0, 0 );
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = /*ase_vert_out:Vertex Offset;Float3*/vertexValue/*end*/;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.pos = UnityObjectToClipPos( v.vertex );
return o;
}
half4 frag( v2f IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
half4 finalColor;
/*ase_local_var:spn*/float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
/*ase_local_var:sp*/float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
/*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( ClipPos );
/*ase_frag_code:IN=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4*/half4( 1, 1, 1, 1 )/*end*/;
return finalColor;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}