Shader "BabylonJS/NewShaderProgram" { Properties { _Color ("Color", Color) = (1,1,1,1) _Brightness ("Intensity", Range(1.0, 10.0)) = 1.0 [NoScaleOffset] _MainTex ("Albedo (RGB)", 2D) = "white" {} [ToggleOff] _BackFaceCulling ("Back Face Culling", Int) = 1 [ToggleOff] _NeedsAlphaTesting ("Needs Alpha Testing", Int) = 0 [ToggleOff] _NeedsAlphaBlending ("Needs Alpha Blending", Int) = 0 [Enum(Disable,0,Additive,1,Combine,2,Subtract,3,Multiply,4,Maximized,5,OneOne,6)] _AlphaMode ("Alpha Blending Mode", int) = 2 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM ////////////////////////////////////////////////////////// // BABYLON WEBGL RUNTIME SHADER PROGRAM SECTIONS (GLSL) // ////////////////////////////////////////////////////////// #ifdef BABYLON attributes: "position, normal, uv" uniforms: "worldViewProjection, _Color, _Brightness" samplers: "" defines: "" #endif //BABYLON-END #ifdef VERTEX attribute vec3 position; attribute vec3 normal; attribute vec2 uv; uniform mat4 worldViewProjection; precision highp float; varying vec2 vUV; void main(void) { gl_Position = worldViewProjection * vec4(position, 1.0); vUV = uv; } #endif //VERTEX-END #ifdef FRAGMENT precision highp float; varying vec2 vUV; uniform vec4 _Color; uniform float _Brightness; uniform sampler2D _MainTex; void main(void) { // Texture Sample (Unlit) gl_FragColor = texture2D(_MainTex, vUV) * _Color * _Brightness; } #endif //FRAGMENT-END //////////////////////////////////////////////////////// // DEFAULT UNITY EDITOR SHADER PROGRAM SECTION (HLSL) // //////////////////////////////////////////////////////// #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; float4 _Color; float _Brightness; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // Texture Sample (Unlit) return tex2D(_MainTex, i.uv) * _Color * _Brightness; } ENDCG } } FallBack "Unlit/Texture" }