Shader "Custom/TestShader"
{
Properties {
_MainTex ("Tint Color (RGB)", 2D) = "white" {}
}
SubShader {
Tags {"Queue" = "Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv: TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float2 uv : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}