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JJBB/Assets/BuiltinAssets/Shader/DefaultResourcesExtra/GIDebug/UV1sAsPositions.shader
2024-08-23 15:49:34 +08:00

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Shader "Hidden/GIDebug/UV1sAsPositions" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata {
float4 vertex : POSITION;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
};
struct v2f {
float4 pos : SV_POSITION;
float4 dummy : TEXCOORD0;
};
fixed4 _Color;
float _StaticUV1;
v2f vert (appdata v)
{
v2f o;
float2 uv;
if (_StaticUV1)
uv = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
else
uv = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
o.pos = UnityObjectToClipPos(float3 (uv, 0));
o.dummy = v.vertex; // make OpenGL happy
return o;
}
fixed4 frag (v2f i) : COLOR
{
return _Color;
}
ENDCG
}
}
}