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Shader "A/B"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
/* Structs */
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
/* Pass 1 Shader Functions */
v2f vert1 (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
// ...
return o;
}
fixed4 frag1 (v2f i) : SV_Target
{
fixed4 col = fixed4(0,0,0,0);
// ...
return col;
}
/* Pass 2 Shader Functions */
v2f vert2 (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
// ...
return o;
}
fixed4 frag2 (v2f i) : SV_Target
{
fixed4 col = fixed4(0,0,0,0);
// ...
return col;
}
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" }
//Cull Off ZWrite Off ZTest Always
Pass // 1
{
CGPROGRAM
#pragma vertex vert1
#pragma fragment frag1
ENDCG
}
Pass // 2
{
CGPROGRAM
#pragma vertex vert2
#pragma fragment frag2
ENDCG
}
}
}
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This post is licensed under
CC BY 4.0
by the author.