48 lines
1016 B
Plaintext
48 lines
1016 B
Plaintext
Shader "GPUInstancer/AsteroidHaze" {
|
|
Properties {
|
|
_TextureSample0 ("Texture Sample 0", 2D) = "white" {}
|
|
_HazeColor ("HazeColor", Vector) = (0.772549,0.7176471,0.8509804,1)
|
|
_FadeDistance ("FadeDistance", Range(0.1, 250)) = 100
|
|
[HideInInspector] _texcoord ("", 2D) = "white" {}
|
|
[HideInInspector] __dirty ("", Float) = 1
|
|
}
|
|
//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
|
|
}
|
|
}
|
|
} |