ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.terrain-tools@3.0.2-preview.3/Shaders/TexelValidity.shader

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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
}