//Unity's base unlit shader adapted for emulated mipmaps // Unlit alpha-blended shader. // - no lighting // - no lightmap support // - no per-material color Shader "Emulated Mipmap/Unlit Opaque" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Color("Color", Color) = (1, 1, 1, 1) } SubShader { Tags {"IgnoreProjector"="True"} LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma target 3.0 #include "UnityCG.cginc" #include "./MipSample.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; float4 _MainTex_TexelSize; float4 _Color; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = mipSample(_MainTex, i.texcoord, _MainTex_TexelSize.zw, 10, 1); col.a = 1; UNITY_APPLY_FOG(i.fogCoord, col); return col * _Color; } ENDCG } } }