Unity-DebugX/Runtime/Shaders/TextBackground.shader

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Shader "DCFApixels/DebugX/TextBackground"
{
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off Fog { Mode Off }
Lighting Off
ZTest Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
float4 _DebugX_GlobalColor;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color * _DebugX_GlobalColor;
return o;
}
float4 frag (v2f i) : SV_Target
{
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return i.color;
}
ENDCG
}
}
}