Shader “TestRedShader” {
Properties {
// _MainTex (“Texture1”, 2D) = “white” {}
// _BumpMap (“Bumpmap”, 2D) = “bump” {}
// _Texture2 (“Texture2”, 2D) = “gray” {}
// _Amount (“Texture1->Texture2”, Range(0,1)) = 0.5
}
Category{
SubShader {
Tags{ “Queue”=“Geometry” “RenderType”=“Opaque” }
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma ARB_precision_hint_fastest
// #pragma target 3.0
#include “UnityCG.cginc”
struct v2f
{
float4 vertex : POSITION;
};
v2f vert (appdata_full v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
float4 frag(v2f i) : COLOR
{
float4 finalcolor = float4(1,0,0,1);
return finalcolor;
}
ENDCG
}//pass
}//subshader
}//Category
}