// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Simplified Diffuse shader. Differences from regular Diffuse one: // - no Main Color // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "Carmen/UVGlow" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Cull Off CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag sampler2D _MainTex; float4 _MainTex_ST; CBUFFER_START(UnityPerMaterial) uniform float4 _Emission; CBUFFER_END struct Data { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct V2F { float2 uv : TEXCOORD0; float4 position : SV_POSITION; }; float3 Hue(float H) { return saturate( float3(abs(H * 6 - 3) - 1, 2 - abs(H * 6 - 2), 2 - abs(H * 6 - 4))); } float4 HSVtoRGB(in float3 HSV) { return float4(((Hue(HSV.x) - 1) * HSV.y + 1) * HSV.z, 1); } V2F vert(Data v) { V2F o; o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.position = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(V2F i) : SV_TARGET { return HSVtoRGB(float3(i.uv.x, 1.0, 1.0)) * (i.uv.y * 30.0); } ENDCG } } FallBack "VRChat/Mobile/Standard Lite" }