Shader /*ase_name*/ "Hidden/Templates/Legacy/UnlitLightmap" /*end*/ { Properties { /*ase_props*/ } SubShader { Tags { "RenderType"="Opaque" } LOD 100 /*ase_all_modules*/ CGINCLUDE #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif ENDCG Pass { /*ase_main_pass*/ Tags{ "LightMode" = "VertexLMRGBM" "RenderType" = "Opaque" } Name "Unlit LM" CGPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID /*ase_vdata:p=p*/ }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO /*ase_interp(0,):sp=sp.xyzw*/ }; /*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*/ v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/; o.vertex = UnityObjectToClipPos(v.vertex); 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; /*ase_frag_code:i=v2f*/ finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/; return finalColor; } ENDCG } Pass { /*ase_hide_pass*/ Tags{ "LightMode" = "VertexLM" "RenderType" = "Opaque" } Name "Unlit LM Mobile" CGPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID /*ase_vdata:p=p*/ }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO /*ase_interp(0,):sp=sp.xyzw*/ }; /*ase_globals*/ v2f vert ( appdata v /*ase_vert_input*/) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/; o.vertex = UnityObjectToClipPos(v.vertex); 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; /*ase_frag_code:i=v2f*/ finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/; return finalColor; } ENDCG } } CustomEditor "ASEMaterialInspector" }