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WACVR/Assets/LIV/Resources/Shaders/LIV_Write.shader

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Shader "Hidden/LIV_Write"
{
Properties
{
_MainTex("Texture", 2D) = "black" {}
}
SubShader
{
Tags { "Queue" = "Background" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"}
Pass
{
Name "WRITE"
ZTest Always ZWrite Off
ColorMask [_LivColorMask]
Fog{ Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}