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