Shader "OvrAvatar/Avatar_Mobile_Loader" { Properties { [NoScaleOffset] _NormalMap ("Normal Map", 2D) = "bump" {} _BaseColor ("Color Tint", Vector) = (1,1,1,1) _Dimmer ("Dimmer", Range(0, 1)) = 1 _LoadingDimmer ("Loading Dimmer", Range(0, 1)) = 1 _Alpha ("Alpha", Range(0, 1)) = 1 _DiffuseIntensity ("Diffuse Intensity", Range(0, 1)) = 0.3 _RimIntensity ("Rim Intensity", Range(0, 10)) = 5 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } }