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			47 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			47 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
| 
											2 years ago
										 | Shader "VoxelToUnity/VoxelMesh" { | ||
|  |     Properties { | ||
|  |         _MainTex ("Texture", 2D) = "white" {} | ||
|  |     } | ||
|  |     SubShader { | ||
|  | 
 | ||
|  |         Tags { "RenderType"="Opaque" } | ||
|  | 
 | ||
|  |         Pass { | ||
|  | 
 | ||
|  |             CGPROGRAM | ||
|  |             #pragma vertex vert | ||
|  |             #pragma fragment frag | ||
|  |              | ||
|  |             #include "UnityCG.cginc" | ||
|  | 
 | ||
|  |             struct appdata { | ||
|  |                 float4 vertex : POSITION; | ||
|  |                 float2 uv : TEXCOORD0; | ||
|  | 				float4 color : COLOR; | ||
|  |             }; | ||
|  | 
 | ||
|  |             struct v2f { | ||
|  |                 float2 uv : TEXCOORD0; | ||
|  |                 float4 vertex : SV_POSITION; | ||
|  | 				float4 color : COLOR; | ||
|  |             }; | ||
|  | 
 | ||
|  |             sampler2D _MainTex; | ||
|  |             float4 _MainTex_ST; | ||
|  |              | ||
|  |             v2f vert (appdata v) { | ||
|  |                 v2f o; | ||
|  |                 o.vertex = UnityObjectToClipPos(v.vertex); | ||
|  |                 o.uv = TRANSFORM_TEX(v.uv, _MainTex); | ||
|  | 				o.color = v.color; | ||
|  |                 return o; | ||
|  |             } | ||
|  |              | ||
|  |             fixed4 frag (v2f i) : SV_Target { | ||
|  |                 return tex2D(_MainTex, i.uv) * i.color; | ||
|  |             } | ||
|  |             ENDCG | ||
|  |         } | ||
|  |     } | ||
|  |     FallBack "Unlit/Color" | ||
|  | } |