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Shader "DeferredShading/GBufferDefault" {
Properties {
_BaseColor ("BaseColor", Vector) = (0.15, 0.15, 0.2, 1.0)
_GlowColor ("GlowColor", Vector) = (0.0, 0.0, 0.0, 0.0)
_Gloss ("Gloss", Float) = 1.0
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
CGINCLUDE
#include "Compat.cginc"
#include "DS.cginc"
#include "DSGBuffer.cginc"
ENDCG
Pass {
Name "DepthPrePass"
Tags { "RenderType"="Opaque" "Queue"="Geometry-1" }
Cull Back
ZWrite On
ZTest Less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_no_texture
#pragma target 3.0
#ifdef SHADER_API_OPENGL
#pragma glsl
#endif
ENDCG
}
Pass {
Name "GBuffer"
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
Cull Back
ZWrite Off
ZTest Equal
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_no_texture
#pragma target 3.0
#ifdef SHADER_API_OPENGL
#pragma glsl
#endif
ENDCG
}
}
Fallback Off
}