Shader "WSP/CharacterUnlitTest"
{
Properties
{
_Tex("Tex",2D) = "White"{}
}
SubShader
{
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _Tex;
struct appdata
{
float4 vertex :POSITION;
float4 uv :TEXCOORD;
};
struct v2f
{
float4 pos :SV_POSITION;
float4 uv :TEXCOORD;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) :SV_TARGET
{
fixed4 tex = tex2D(_Tex,i.uv);
return tex;
}
ENDCG
}
}
}