Aetheria/Assets/Plugins/Celestial Body/Scripts/Shaders/PostProcessing/Test.shader

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Shader "Hidden/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
float myMultiplier;
float myValue;
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
float mySum = 0;
for (int i = 0; i < 10; i ++) {
mySum += myValue * myMultiplier;
}
return mySum;
}
ENDCG
}
}
}