44 lines
1.0 KiB
Plaintext
44 lines
1.0 KiB
Plaintext
|
Shader "Hidden/TerrainTools/TexelValidityBlit" {
|
||
|
|
||
|
Properties { _MainTex ("Texture", any) = "" {} }
|
||
|
|
||
|
SubShader {
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
uniform float4 _MainTex_ST;
|
||
|
|
||
|
struct appdata_t {
|
||
|
float4 vertex : POSITION;
|
||
|
float2 texcoord : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct v2f {
|
||
|
float4 vertex : SV_POSITION;
|
||
|
float2 texcoord : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
v2f vert (appdata_t v)
|
||
|
{
|
||
|
v2f o;
|
||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||
|
o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
float4 frag (v2f i) : SV_Target
|
||
|
{
|
||
|
return float4(1, 1, 1, 1);
|
||
|
}
|
||
|
ENDCG
|
||
|
|
||
|
}
|
||
|
}
|
||
|
Fallback Off
|
||
|
}
|