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authoryum <yum.food.vr@gmail.com>2022-12-29 18:47:57 -0800
committeryum <yum.food.vr@gmail.com>2022-12-29 18:49:24 -0800
commit7214653f9354ef885ef4131e455e0a63f12a17f2 (patch)
tree0eb5aac16401bf03fac2f3e8863d9c7a0bd274d5 /Shaders/TaSTT_Backplate.shader
parent06aece2ebade3d25c16fe1c143fba5cd472d004c (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.shader59
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
- }
- }
-}