2023-05-08 15:56:10 +03:00

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Shader "Scene/StylizedOcclusions" {
Properties {
_Color("Color", Color) = (1,1,1,1)
}
SubShader {
Tags{"RenderType" = "Solid"}
LOD 100
Cull off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
};
float4 _Color;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
return _Color;
}
ENDCG
}
}
}