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blockout/BlockOutReplica/Assets/Shaders/BlockColor.shader
T
2026-10-20 13:21:04 +08:00

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Shader "BlockOut/Color"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert(appdata input)
{
v2f output;
output.vertex = UnityObjectToClipPos(input.vertex);
return output;
}
fixed4 frag(v2f input) : SV_Target
{
return _Color;
}
ENDCG
}
}
}