forked from Unity-Technologies/ShaderGraph
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathAdd.ShaderGraph.shader
68 lines (47 loc) · 1.18 KB
/
Add.ShaderGraph.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
Shader "Add"
{
Properties
{
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
void Unity_Add_float(float4 first, float4 second, out float4 result)
{
result = first + second;
}
struct Input
{
float4 color : COLOR;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
float4 Color_Color_F01F05F2_Uniform = float4 (0.1172414, 1, 0, 0);
float4 Color_Color_3FAAF5EA_Uniform = float4 (0.01912789, -0.005136251, 0.6985294, 0);
float4 Add_1ABB2997_result;
Unity_Add_float(Color_Color_F01F05F2_Uniform, Color_Color_3FAAF5EA_Uniform, Add_1ABB2997_result);
o.Emission = Add_1ABB2997_result;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}