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

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Shader "GSpawn/SimpleDiffuseTex"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("MainTexture", 2D) = "white" {}
_ZTest ("ZTest", int) = 0
_ZWrite ("ZWrite", int) = 1
}
SubShader
{
Pass
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite [_ZWrite]
ZTest [_ZTest]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _Color;
struct vInput
{
float4 vertexPos : POSITION;
float2 vertexUV : TEXCOORD0;
};
struct vOutput
{
float4 clipPos : SV_POSITION;
float2 uv : TEXCOORD0;
};
vOutput vert(vInput input)
{
vOutput o;
o.clipPos = UnityObjectToClipPos(input.vertexPos);
o.uv = input.vertexUV;
return o;
}
float4 frag(vOutput input) : COLOR
{
return tex2D(_MainTex, input.uv) * _Color;
}
ENDCG
}
}
}