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| Shader "Unlit/S1" { Properties { _MainTex ("Texture", 2D) = "white" {} _Int (" Int", Int)= 2 _Float ("Float", Float)=1.5 _Range("Range", Range(0.0, 5.0))=3.0 _Color ("Color", Color)=(1, 1,1,1) _Vector ("Vector", Vector)=(2,3,6, 1) _2D("2D",2D)=""{} _Cube ("Cube", Cube)="white"{} _3D("3D",3D)="back"{} } SubShader { Tags { "RenderType"="Opaque" }
LOD 100 Pass { Name "MyPassName" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; };
sampler2D _MainTex; float4 _MainTex_ST;
v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; }
fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }
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