NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Others/TalkBg.shader

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Shader "Unlit/TalkBg"
{
Properties
{
_MainColor ("Main Color", Color) = (0,0,0,0.5)
}
SubShader
{
Tags
{
"RenderType"="Transparent"
"RenderQueue"="Transparent"
"PreviewType" = "Plane"
"RenderPipeline"="UniversalPipeline"
}
LOD 100
Pass
{
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _MainColor;
CBUFFER_END
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = TransformObjectToHClip(v.vertex);
return o;
}
half4 frag(v2f IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
return _MainColor;
}
ENDHLSL
}
}
}