- Enhanced camera bubble. - Added placeholder player podiums. - Added Crunch compression to more textures.
53 lines
1.2 KiB
Plaintext
53 lines
1.2 KiB
Plaintext
Shader "Custom/FrontfaceCulling"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass {
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Cull Front
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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fixed4 _Color;
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struct Data
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct V2F
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{
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float4 position : SV_POSITION;
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float4 screenPosition : TEXCOORD0;
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};
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V2F vert(Data v)
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{
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V2F o;
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o.position = UnityObjectToClipPos(v.vertex);
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o.screenPosition = ComputeScreenPos(o.position);
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return o;
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}
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fixed4 frag(V2F i) : SV_TARGET
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{
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float2 textureCoordinate = i.screenPosition.xy / i.screenPosition.w;
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fixed4 colour = _Color;
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return colour;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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