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cup_edit/materials/unlit.mat
2025-07-01 10:15:07 +08:00

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material {
name : Unlit,
requires : [ position ],
parameters : [
{
type : sampler2d,
name : baseColorMap,
precision: medium
},
{
type : float4,
name : baseColorFactor
},
{
type : int,
name : baseColorIndex
},
{
type: float2,
name: uvScale
}
],
depthWrite : true,
depthCulling : true,
shadingModel : unlit,
blending: transparent,
culling: none,
instanced: false,
vertexDomain: object,
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
material.baseColor.rgb = material.baseColor.rgb * material.baseColor.a;
if (materialParams.baseColorIndex > -1) {
highp float2 uv = getUV0();
uv *= materialParams.uvScale;
material.baseColor *= texture(materialParams_baseColorMap, uv);
}
}
}