feature: Shooter example

This commit is contained in:
mischa 2024-01-11 19:46:19 +01:00
parent 58cf95d84f
commit b7a6f37024
838 changed files with 229404 additions and 0 deletions

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
half4 _MainTex_ST;
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert(appdata_full v) {
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag( v2f i ) : COLOR {
return tex2D (_MainTex, i.uv.xy) * _TintColor;
}
ENDCG
SubShader {
Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" "Queue" = "Transparent"}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One One
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
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