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