Shader "UI/SquareShader"
{
Properties
{
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Opaque"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Back
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float3 _FullSaturatedColor;
float4 frag (v2f i) : SV_Target
{
return float4((((_FullSaturatedColor - 1) * i.uv.x + 1) * i.uv.y), 1);
}
ENDCG
}
}
}