Shader "Unlit/NewUnlitShader"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 pos : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.color = v.color;
o.uv = v.uv;
return o;
}
float4 frag (v2f i) : SV_Target
{
return float4(i.uv.x,i.uv.y,0,1);
}
ENDCG
}
}
}