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2 years ago
#ifndef SPRITE_UNLIT_INCLUDED
#define SPRITE_UNLIT_INCLUDED
#include "ShaderShared.cginc"
////////////////////////////////////////
// Vertex structs
//
struct VertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
#if defined(_FOG)
UNITY_FOG_COORDS(1)
#endif // _FOG
UNITY_VERTEX_OUTPUT_STEREO
};
////////////////////////////////////////
// Vertex program
//
VertexOutput vert(VertexInput input)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(input.vertex);
output.texcoord = calculateTextureCoord(input.texcoord);
output.color = calculateVertexColor(input.color);
#if defined(_FOG)
UNITY_TRANSFER_FOG(output,output.pos);
#endif // _FOG
return output;
}
////////////////////////////////////////
// Fragment program
//
fixed4 frag(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
ALPHA_CLIP(texureColor, input.color)
fixed4 pixel = calculatePixel(texureColor, input.color);
COLORISE(pixel)
APPLY_FOG(pixel, input)
return pixel;
}
#endif // SPRITE_UNLIT_INCLUDED