OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Fallback/Fallback-Unlit.shader

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2025-03-24 03:08:22 +00:00
// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
Shader "Hidden/Amazing Assets/Curved World/Fallback/Unlit"
{
Properties
{
[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
_Color ("Color (RGB)", Color) = (1, 1, 1, 1)
_MainTex ("Base (RGB)", 2D) = "white" { }
[HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[HideInInspector][MaterialEnum(Front,2,Back,1,Both,0)] _Cull("Face Cull", Int) = 0
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
SubShader
{
Tags { "RenderType"="CurvedWorld_Opaque" }
LOD 100
Cull[_Cull]
Pass
{
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _Cutoff;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
fixed alpha = col.a;
#if defined(_ALPHATEST_ON)
clip (alpha - _Cutoff * 1.01);
#endif
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
#if defined(_ALPHABLEND_ON)
col.a = alpha;
#elif defined(_ALPHAPREMULTIPLY_ON)
col.rgb *= alpha;
col.a = alpha;
#else
UNITY_OPAQUE_ALPHA(col.a);
#endif
return col;
}
ENDCG
}
}
CustomEditor "AmazingAssets.CurvedWorld.Editor.FallbackShaderGUI"
}