Hi. I wish to use this simple glsl shader for Iphone and Mac
Shader "simple_Red_Shader"
{
Properties
{
}
SubShader
{
Tags { "Queue" = "Geometry" }
Pass
{
GLSLPROGRAM
#ifdef VERTEX
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#endif
#ifdef FRAGMENT
void main()
{
gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0);
}
#endif
ENDGLSL
}
}
}
And this simple Cg shader for win - web
Shader "Simple_CG"
{
SubShader
{
Pass
{
CGPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#pragma fragment frag
struct Cg2_Output
{
float4 color : COLOR;
};
Cg2_Output frag(float4 color : COLOR)
{
Cg2_Output OUT;
OUT.color = float4(0, 1, 0, 1); // RGBA green
return OUT;
}
ENDCG
}
}
}
I currently use
Shader "simple_Red_Shader"
{
Properties
{
}
SubShader
{
Tags { "Queue" = "Geometry" }
Pass
{
GLSLPROGRAM
#ifdef VERTEX
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#endif
#ifdef FRAGMENT
void main()
{
gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0);
}
#endif
ENDGLSL
}
}
Fallback "Simple_CG" }
Is there a better way to do this ?