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Zombie/Assets/_Zombie/Shaders/MRSky.shader

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Shader "MR/MRSky"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Geometry"
"Queue"="Geometry-100"
}
LOD 100
Cull Front
Blend One OneMinusSrcAlpha
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
// UNITY_APPLY_FOG(i.fogCoord, col);
// col.w = 0;
#if SHADER_API_GLES3
col = fixed4(0,0,0,0);
#endif
return col;
}
ENDHLSL
}
}
}