material {
    name : unlit,
    parameters : [
        {
            type : float3,
            name : color
        },
        {
            type : float,
            name : scale
        }
    ],
    depthWrite : true,
    depthCulling : false,
    shadingModel : unlit,
    blending: opaque,
    culling: none,
    instanced: false,
    vertexDomain: object
}
    vertex {
        void materialVertex(inout MaterialVertexInputs material) {
            float4 position = getPosition();
            position.xyz *= materialParams.scale;
            material.worldPosition = getWorldFromModelMatrix() * position;
        }
    }
    
    fragment {
        void material(inout MaterialInputs material) {
            prepareMaterial(material);           
            material.baseColor = float4(materialParams.color, 1.0);
        }
    }
