Shader /*ase_name*/ "Hidden/Templates/Unlit" /*end*/ { Properties { /*ase_props*/ } SubShader { /*ase_subshader_options:Name=Additional Options Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1 Absolute:SetPortName:1,Vertex Position Relative:SetPortName:1,Vertex Offset */ Tags { "RenderType"="Opaque" } LOD 100 /*ase_all_modules*/ /*ase_pass*/ Pass { Name "Unlit" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX //only defining to not throw compilation error over Unity 5.5 #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; float4 color : COLOR; /*ase_vdata:p=p;c=c*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; #ifdef ASE_NEEDS_FRAG_WORLD_POSITION float3 worldPos : TEXCOORD0; #endif /*ase_interp(1,):sp=sp.xyzw;wp=tc0*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /*ase_globals*/ v2f vert ( appdata v /*ase_vert_input*/) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); /*ase_vert_code:v=appdata;o=v2f*/ float3 vertexValue = float3(0, 0, 0); #if ASE_ABSOLUTE_VERTEX_POS vertexValue = v.vertex.xyz; #endif vertexValue = /*ase_vert_out:Vertex Offset;Float3*/vertexValue/*end*/; #if ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif o.vertex = UnityObjectToClipPos(v.vertex); #ifdef ASE_NEEDS_FRAG_WORLD_POSITION o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; #endif return o; } fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 finalColor; #ifdef ASE_NEEDS_FRAG_WORLD_POSITION /*ase_local_var:wp*/float3 WorldPosition = i.worldPos; #endif /*ase_frag_code:i=v2f*/ finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/; return finalColor; } ENDCG } } CustomEditor "ASEMaterialInspector" }