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61 lines
1.3 KiB
61 lines
1.3 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 8/Blend Operations 0" { |
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Properties { |
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_Color ("Color Tint", Color) = (1, 1, 1, 1) |
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_MainTex ("Main Tex", 2D) = "white" {} |
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_AlphaScale ("Alpha Scale", Range(0, 1)) = 1 |
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} |
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SubShader { |
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} |
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Pass { |
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Tags { "LightMode"="ForwardBase" } |
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ZWrite Off |
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Blend SrcAlpha OneMinusSrcAlpha, One Zero |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "Lighting.cginc" |
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fixed4 _Color; |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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fixed _AlphaScale; |
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struct a2v { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 texcoord : TEXCOORD0; |
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}; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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v2f vert(a2v v) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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fixed4 texColor = tex2D(_MainTex, i.uv); |
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return fixed4(texColor.rgb * _Color.rgb, texColor.a * _AlphaScale); |
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} |
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ENDCG |
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} |
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} |
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FallBack "Transparent/VertexLit" |
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}
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