study/first_study/Library/PackageCache/com.unity.render-pipelines.universal@d10049dfa479/Shaders/2D/Mesh2D-Unlit-Default.shader
jh04010421 739d49f1a0 Unity | 2026.01.20
수업 실습 파일
2026-01-20 11:01:57 +09:00

69 lines
1.9 KiB
Plaintext

Shader "Universal Render Pipeline/2D/Mesh2D-Unlit-Default"
{
Properties
{
_MainTex("Diffuse", 2D) = "white" {}
[HideInInspector] _White("Tint", Color) = (1,1,1,1) // Added to break SRP batching. Work around for issue with SRP Batching
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Stencil
{
Ref 128 // Put this in the last bit of our stencil value for maximum compatibility with sprite mask
Comp always
Pass replace
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Back
ZWrite On
Pass
{
Stencil
{
Ref 128 // Put this in the last bit of our stencil value for maximum compatibility with sprite mask
Comp always
Pass replace
}
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
// GPU Instancing
#pragma multi_compile_instancing
struct Attributes
{
COMMON_2D_INPUTS
};
struct Varyings
{
COMMON_2D_OUTPUTS
};
float4 _White;
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/2DCommon.hlsl"
Varyings UnlitVertex(Attributes input)
{
return CommonUnlitVertex(input);
}
half4 UnlitFragment(Varyings input) : SV_Target
{
return CommonUnlitFragment(input, _White);
}
ENDHLSL
}
}
}