FateViewer/Assets/AmplifyShaderEditor/Plugins/EditorResources/Templates/Legacy/UnlitLightmap.shader

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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"
}