Shader /*ase_name*/ "Hidden/Templates/Legacy/DefaultUnlit" /*end*/ { Properties { _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) /*ase_props*/ } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Cull Off /*ase_pass*/ Pass { 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 target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID /*ase_vdata:p=p;uv0=tc0.xy;uv1=tc1.xy*/ }; struct v2f { float4 vertex : SV_POSITION; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO /*ase_interp(1,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc0.zw*/ }; uniform sampler2D _MainTex; uniform fixed4 _Color; /*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); o.texcoord.xy = v.texcoord.xy; o.texcoord.zw = v.texcoord1.xy; // ase common template code /*ase_vert_code:v=appdata;o=v2f*/ v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3*/ 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 myColorVar; // ase common template code /*ase_frag_code:i=v2f*/ myColorVar = /*ase_frag_out:Frag Color;Float4*/fixed4(1,0,0,1)/*end*/; return myColorVar; } ENDCG } } CustomEditor "ASEMaterialInspector" }