I have written a very basic shader as follows. What I have to add to enable GPU instancing?
Shader "Unlit/NoteColor"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white"
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
For example, this checkbox is available in Mobile/Diffuse.
