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59 lines
1.1 KiB

Shader "Custom/SimpleAlpha"
{
Properties
{
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
Subshader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 cap : TEXCOORD0;
float2 uv : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
uniform sampler2D _MainTex;
uniform float4 _Color;
float4 frag (v2f i) : COLOR
{
fixed4 tex = tex2D(_MainTex, i.uv) * _Color;
UNITY_APPLY_FOG(i.fogCoord, tex);
return tex;
}
ENDCG
}
}
Fallback "VertexLit"
}