BITFALL/Assets/GSpawn - Level Designer/Resources/Shaders/SimpleDiffuse.shader

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Shader "GSpawn/SimpleDiffuse"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_ZTest ("ZTest", int) = 0
_ZWrite ("ZWrite", int) = 0
_CullMode ("Cull mode", int) = 2
}
Subshader
{
Pass
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite [_ZWrite]
ZTest [_ZTest]
Cull [_CullMode]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 _Color;
struct vInput
{
float4 vertexPos : POSITION;
};
struct vOutput
{
float4 clipPos : SV_POSITION;
};
vOutput vert(vInput input)
{
vOutput o;
o.clipPos = UnityObjectToClipPos(input.vertexPos);
return o;
}
float4 frag(vOutput input) : COLOR
{
return _Color;
}
ENDCG
}
}
}