Shader "UniGLTF/UniUnlit" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Main Color", COLOR) = (1,1,1,1) _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 [HideInInspector] _BlendMode ("_BlendMode", Float) = 0.0 [HideInInspector] _CullMode ("_CullMode", Float) = 2.0 [HideInInspector] _VColBlendMode ("_VColBlendMode", Float) = 0.0 [HideInInspector] _SrcBlend ("_SrcBlend", Float) = 1.0 [HideInInspector] _DstBlend ("_DstBlend", Float) = 0.0 [HideInInspector] _ZWrite ("_ZWrite", Float) = 1.0 // VertexColor } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Cull [_CullMode] Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] ZTest LEqual BlendOp Add, Max CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile _ _ALPHATEST_ON _ALPHABLEND_ON #pragma multi_compile _ _VERTEXCOL_MUL #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; #if defined(_VERTEXCOL_MUL) fixed4 color : COLOR; #endif }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) #if defined(_VERTEXCOL_MUL) fixed4 color : COLOR; #endif }; sampler2D _MainTex; float4 _MainTex_ST; half4 _Color; half _Cutoff; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); #if defined(_VERTEXCOL_MUL) o.color = v.color; #endif return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv) * _Color; #if defined(_VERTEXCOL_MUL) col *= i.color; #endif #if defined(_ALPHATEST_ON) clip(col.a - _Cutoff); #endif UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } CustomEditor "UniGLTF.UniUnlit.UniUnlitEditor" Fallback "Unlit/Texture" }