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Shader "Sample/FogNone"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 lightmapUv : TEXCOORD1;
};
struct v2f
{
float2 lightmapUv : TEXCOORD1;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.lightmapUv = (v.lightmapUv * unity_LightmapST.xy) + unity_LightmapST.zw;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = fixed4(1.0, 1.0, 1.0, 1.0);
col.xyz = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lightmapUv));
return col;
}
ENDCG
}
}
}
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