diff options
| author | yum <yum.food.vr@gmail.com> | 2022-12-29 18:47:57 -0800 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2022-12-29 18:49:24 -0800 |
| commit | 7214653f9354ef885ef4131e455e0a63f12a17f2 (patch) | |
| tree | 0eb5aac16401bf03fac2f3e8863d9c7a0bd274d5 /Shaders/TaSTT_Backplate.shader | |
| parent | 06aece2ebade3d25c16fe1c143fba5cd472d004c (diff) | |
Add Scripts/generate_shader.py
Now it's possible to generate shaders with a custom number of rows, columns,
and bytes per character.
All edits to the shader should go through TaSTT_template.shader. To generate
a new shader from the template:
$ ./Scripts/generate_shader.py \
--bytes_per_char 2 \
--rows 1 \
--cols 12
--shader_template $(pwd)/Shaders/TaSTT_template.shader \
--shader_path $(pwd)/Shaders/TaSTT.shader
Diffstat (limited to 'Shaders/TaSTT_Backplate.shader')
| -rw-r--r-- | Shaders/TaSTT_Backplate.shader | 59 |
1 files changed, 0 insertions, 59 deletions
diff --git a/Shaders/TaSTT_Backplate.shader b/Shaders/TaSTT_Backplate.shader deleted file mode 100644 index 2ab032a..0000000 --- a/Shaders/TaSTT_Backplate.shader +++ /dev/null @@ -1,59 +0,0 @@ -Shader "Unlit/TaSTT_Backplate" -{ - Properties - { - _MainTex ("Texture", 2D) = "black" {} - } - SubShader - { - Tags { "RenderType"="Opaque" "Queue"="AlphaTest-1"} - LOD 100 - - Pass - { - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile - - #include "UnityCG.cginc" - - struct appdata - { - float4 vertex : POSITION; - float2 uv : TEXCOORD0; - float3 normal : NORMAL; - }; - - struct v2f - { - float2 uv : TEXCOORD0; - float4 vertex : SV_POSITION; - }; - - Texture2D _MainTex; - SamplerState sampler_linear_repeat; - float4 _MainTex_ST; - - v2f vert (appdata v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.uv = 1.0 - v.uv; - return o; - } - - fixed4 frag (v2f i) : SV_Target - { - - fixed4 result = _MainTex.Sample(sampler_linear_repeat, i.uv); - result.a = 1.0; - return result; - } - ENDCG - } - } -} |
