I just tested this online tool Spline.
You can see I export to this blog and my codepen example.
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Shader error in '': Parse error: syntax error, unexpected TVAL_ID
Shader error in '': Parse error: syntax error, unexpected TVAL_ID at line 15
#pragma shader_feature_local OutCode001
float DataInput_float( in float4 _in11, in float x , out float4 _out11)
{
//_in11 = _input11Float;
_in11 = _in11;
_out11 = sin(_in11) * ( x * 1000 );
return _out11;
}
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//Shader "Custom/CG_RGB"
//{
// Properties
// {
// _Color ("Color", Color) = (1,1,1,1)
// _MainTex ("Albedo (RGB)", 2D) = "white" {}
// _Glossiness ("Smoothness", Range(0,1)) = 0.5
// _Metallic ("Metallic", Range(0,1)) = 0.0
// }
// SubShader
// {
// Tags { "RenderType"="Opaque" }
// LOD 200
// CGPROGRAM
// // Physically based Standard lighting model, and enable shadows on all light types
// #pragma surface surf Standard fullforwardshadows
// // Use shader model 3.0 target, to get nicer looking lighting
// #pragma target 3.0
// sampler2D _MainTex;
// struct Input
// {
// float2 uv_MainTex;
// };
// half _Glossiness;
// half _Metallic;
// fixed4 _Color;
// // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// // #pragma instancing_options assumeuniformscaling
// UNITY_INSTANCING_BUFFER_START(Props)
// // put more per-instance properties here
// UNITY_INSTANCING_BUFFER_END(Props)
// void surf (Input IN, inout SurfaceOutputStandard o)
// {
// // Albedo comes from a texture tinted by color
// fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
// o.Albedo = c.rgb;
// // Metallic and smoothness come from slider variables
// o.Metallic = _Metallic;
// o.Smoothness = _Glossiness;
// o.Alpha = c.a;
// }
// ENDCG
// }
// FallBack "Diffuse"
//}
Shader "Cg shader for RGB cube" {
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert // vert function is the vertex shader
#pragma fragment frag // frag function is the fragment shader
void vert(float4 vertexPos : POSITION,
out float4 pos : SV_POSITION,
out float4 col : TEXCOORD0)
{
pos = UnityObjectToClipPos(vertexPos);
col = vertexPos + float4(0.5, 0.5, 0.5, 0.0);
return;
}
float4 frag(float4 pos : SV_POSITION,
float4 col : TEXCOORD0) : COLOR
{
return col;
}
ENDCG
}
}
}
// file for custom node shader function
static float _input1Float = 1;
static float _input2Float = 1;
void Data_float(out float _in1, out float _in2)
{
_in1 = _input1Float;
_in2 = _input2Float;
}
Shader "Cg basic shader" { // this is the name of the shader
SubShader { // Unity chooses this like an subshader and works with your GPU specifications
Pass { // passes in higher-level shader/material systems GLSL/Cg/HLSL is a way of setting up states necessary for multi-pass rendering, in this case is one pass
CGPROGRAM // start programming with Unity's Cg
#pragma vertex vert
// this specifies the vert function as the vertex shader
#pragma fragment frag
// this specifies the frag function as the fragment shader
// define vert for vertex shader
float4 vert(float4 vertexPos : POSITION) : SV_POSITION
// vertex shader
{
return UnityObjectToClipPos(vertexPos);
// this line transforms the vertex input parameter
// and returns it as a nameless vertex output parameter
// (with semantic SV_POSITION)
}
// define frag for fragment shader
float4 frag(void) : COLOR // fragment shader
{
return float4(0.0, 1.9, 7.6, 1.0);
// this fragment shader returns a nameless fragment
// output parameter (with semantic COLOR) that is set to
// opaque red (red = 1, green = 0, blue = 0, alpha = 1)
}
ENDCG // ends the part in programming with Unity's Cg
}
}
}