31 lines
1.0 KiB
Plaintext
31 lines
1.0 KiB
Plaintext
Shader "Builtin Unlit"
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{
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Properties
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{
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_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
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_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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SubShader
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{
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Pass
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{
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Name "Unlit"
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Tags { "LightMode" = "Unlit" }
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Resources
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{
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PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
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MaterialConstants (ConstantBuffer, 1, 0) [Semantic(Material)]
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BaseColorTexture (Texture2D, 2, 0) [Semantic(BaseColorTexture)]
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LinearClampSampler (Sampler, 3, 0) [Semantic(LinearClampSampler)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "unlit.vs.hlsl" "unlit.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "unlit.vert.glsl" "unlit.frag.glsl"
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#pragma backend Vulkan GLSL "unlit.vert.vk.glsl" "unlit.frag.vk.glsl"
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ENDHLSL
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}
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}
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}
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