Shader "Hidden" { Properties { // use Header on builtin attribute [Header(Header)][NoScaleOffset] _MainTex ("Color Map", 2D) = "white" { } [HDR] _Color ("Color", Color) = (1, 1, 1, 1) [Ramp] _Ramp ("Ramp", 2D) = "white" { } // use Title on LWGUI attribute [Title(Title)] [Tex(_, _mColor2)] _tex ("tex color", 2D) = "white" { } [Title(Title on Group)] // Create a folding group with name "g1" [Main(g1)] _group ("Group", float) = 0 [Sub(g1)] _float ("float", float) = 2 [KWEnum(g1, name1, key1, name2, key2, name3, key3)] _enum ("enum", float) = 0 // Display when the keyword ("group name + keyword") is activated [Sub(g1key1)] _enumFloat1 ("enumFloat1", float) = 0 [Sub(g1key2)] _enumFloat2 ("enumFloat2", float) = 0 [Sub(g1key3)] _enumFloat3 ("enumFloat3", float) = 0 [Sub(g1key3)] _enumFloat4_range ("enumFloat4_range", Range(0, 1)) = 0 [Tex(g1)][Normal] _normal ("normal", 2D) = "bump" { } [Sub(g1)][HDR] _hdr ("hdr", Color) = (1, 1, 1, 1) [Title(g1, Sample Title)] [SubToggle(g1, _)] _toggle ("toggle", float) = 0 [SubToggle(g1, _KEYWORD)] _toggle_keyword ("toggle_keyword", float) = 0 [Sub(g1_KEYWORD)] _float_keyword ("float_keyword", float) = 0 [SubPowerSlider(g1, 2)] _powerSlider ("powerSlider", Range(0, 100)) = 0 // Display up to 4 colors in a single line [Color(g1, _mColor1, _mColor2, _mColor3)] _mColor ("multicolor", Color) = (1, 1, 1, 1) [HideInInspector] _mColor1 (" ", Color) = (1, 0, 0, 1) [HideInInspector] _mColor2 (" ", Color) = (0, 1, 0, 1) [HideInInspector] [HDR] _mColor3 (" ", Color) = (0, 0, 1, 1) // Create a drop-down menu that opens by default, without toggle [Main(g2, _KEYWORD, on, off)] _group2 ("group2 without toggle", float) = 1 [Sub(g2)] _float2 ("float2", float) = 2 [Ramp(g2)] _Ramp2 ("Ramp2", 2D) = "white" { } [Tooltip(Test Tooltip)] [Helpbox(Test Helpbox)] [Sub(g2)] _float_tooltip_helpbox ("float tooltip helpbox#这是中文Tooltip%これは日本語Helpboxです", float) = 0 [Main(Preset, _, on, off)] _PresetGroup ("Preset Samples", float) = 0 [Preset(Preset, LWGUI_BlendModePreset)] _BlendMode ("Blend Mode Preset", float) = 0 [SubEnum(Preset, UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 [SubEnum(Preset, UnityEngine.Rendering.BlendMode)] _SrcBlend ("SrcBlend", Float) = 1 [SubEnum(Preset, UnityEngine.Rendering.BlendMode)] _DstBlend ("DstBlend", Float) = 0 [SubToggle(Preset)] _ZWrite ("ZWrite ", Float) = 1 [SubEnum(Preset, UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4 // 4 is LEqual [SubEnum(Preset, RGBA, 15, RGB, 14)] _ColorMask ("ColorMask", Float) = 15 // 15 is RGBA (binary 1111) } HLSLINCLUDE ENDHLSL SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Cull [_Cull] ZWrite [_ZWrite] Blend [_SrcBlend] [_DstBlend] ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; float4 _Color; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { // sample the texture fixed4 col = _Color; return col; } ENDCG } } CustomEditor "LWGUI.LWGUI" }