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Shader "MyShader/BaseShader"{ Properties{ _Color("Color Tint",Color)=(1.0,1.0,1.0,1.0) } SubShader{ Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag
fixed4 _Color;
struct a2v{ float4 vertex:POSITION; float3 normal:NORMAL; float4 texcoord:TEXCOORD0; };
struct v2f{ float4 pos:SV_POSITION; fixed3 color:COLOR0; };
v2f vert(a2v v) { v2f o; o.pos=UnityObjectToClipPos(v.vertex); o.color=v.normal*0.5+fixed3(0.5,0.5,0.5); return o; } fixed4 frag(v2f i) : SV_Target{ fixed3 c=i.color; c*=_Color.rgb; return fixed4(c,1.0); } ENDCG } } }
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