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AR-Menu/Library/PackageCache/org.khronos.unitygltf@6b55d14e19c1/Runtime/Shaders/Unlit.shader
2025-11-30 08:35:03 +02:00

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Shader "GLTF/Unlit"
{
Properties
{
_Color("Base Color Factor", Color) = (1,1,1,1)
_MainTex("Base Color Texture", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color * i.color;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
FallBack "Unlit/Color"
}