hi. i’m not a shader expert. but i’m trying to use an unlit transparent shader with color tint support. but since my target is mobile i need to choose the fastest one. so here is a shader code that a friend gave it to me:
Shader "Custom/Unlit/Unlit_Alpha_WithColor" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
ZWrite Off
Lighting Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Color[_Color]
SetTexture[_MainTex] { combine texture * primary }
}
}
}
and this is unity’s unlit shader with no support of color but it seems it has more codes:
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Unlit/Transparent" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
return col;
}
ENDCG
}
}
}
so i just wanna know which one is faster? should i use unity’s unlit and add color tint support? i don’t want support for lighting, lightmap, fog etc… only transparent with tint color