#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); RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP ALPHA_CLIP(texureColor, input.color) fixed4 pixel = calculatePixel(texureColor, input.color); COLORISE(pixel) APPLY_FOG(pixel, input) return pixel; } #endif // SPRITE_UNLIT_INCLUDED