Shader "AudioLink/Debug/AudioLinkTestLights" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "AudioLink.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { int lampno = floor(i.uv.x*16) + floor(i.uv.y*8)*16; float4 finalColor = AudioLinkData( int2( ALPASS_CCLIGHTS + int2( lampno, 0 ) ) ); UNITY_APPLY_FOG(i.fogCoord, finalColor); return finalColor; } ENDCG } } }