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cup_edit/materials/unlit.mat

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