Shader /*ase_name*/"Hidden/Templates/CustomRTInit"/*end*/ { Properties { /*ase_props*/ } SubShader { Tags { } /*ase_all_modules*/ /*ase_pass*/ Pass { Name "Custom RT Init" CGPROGRAM #include "UnityCustomRenderTexture.cginc" #pragma vertex ASEInitCustomRenderTextureVertexShader #pragma fragment frag #pragma target 3.5 /*ase_pragma*/ struct ase_appdata_init_customrendertexture { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; /*ase_vdata:p=p;uv0=tc0*/ }; // User facing vertex to fragment structure for initialization materials struct ase_v2f_init_customrendertexture { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; float3 direction : TEXCOORD1; /*ase_interp(2,):sp=sp.xyzw;uv0=tc0;uv1=tc1*/ }; /*ase_globals*/ ase_v2f_init_customrendertexture ASEInitCustomRenderTextureVertexShader (ase_appdata_init_customrendertexture v /*ase_vert_input*/) { ase_v2f_init_customrendertexture o; /*ase_vert_code:v=ase_appdata_init_customrendertexture;o=ase_v2f_init_customrendertexture*/ o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = float3(v.texcoord.xy, CustomRenderTexture3DTexcoordW); o.direction = CustomRenderTextureComputeCubeDirection(v.texcoord.xy); return o; } float4 frag(ase_v2f_init_customrendertexture IN /*ase_frag_input*/) : COLOR { float4 finalColor; /*ase_frag_code:IN=ase_v2f_init_customrendertexture*/ finalColor = /*ase_frag_out:Frag Color;Float4*/float4(1,1,1,1)/*end*/; return finalColor; } ENDCG } } }