// WaterCausticsModules // Copyright (c) 2021 Masataka Hakozaki Shader "Hidden/WaterCausticsModules/UIRawImagePreview" { Properties { _MainTex ("Texture", 2D) = "Black" { } } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float4 frag(v2f i) : SV_Target { float4 col; col.rgb = tex2D(_MainTex, i.uv).rgb; col.a = 1; return col; } ENDCG } } }