09-02-2019 08:14 AM
Shader "Unlit_Mesh_Instance" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
}
SubShader {
Tags {
"Queue"="Overlay"
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZTest Always
//Offset -100, -100
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_instancing
#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal
#pragma target 3.0
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
UNITY_INSTANCING_BUFFER_END(Props)
struct VertexInput {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag(VertexOutput i) : COLOR {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
}
ENDCG
}
}
}
09-03-2019 10:27 AM