Shader "Es/Effective/GrabArea" { Properties { [HideInInspector] _ClipTex ("Clipping Texture", 2D) = "white" {} [HideInInspector] _TargetTex ("Target Texture", 2D) = "white" {} [HideInInspector] _ClipScale ("Clipping Scale", Float) = 0.1 [HideInInspector] _ClipUV ("Target UV Position", Vector) = (0,0,0,0) [HideInInspector] _Rotate ("Rotate", Float) = 0 [KeywordEnum(CLAMP, REPEAT, CLIP)] WRAP_MODE ("Color Blend Keyword", Float) = 0 [KeywordEnum(REPLACE, NOT_REPLACE)] ALPHA ("Clipping texture replaces alpha", Float) = 0 } //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 } } }