popcorn/Shader/3D/UnlitTextureEmission.shader

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Shader "UsayaLib/3D/Unlit/TextureEmission" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Texture Color", Color) = (1, 1, 1, 1)
}
SubShader {
Tags {
"Queue"="Transparent"
"RenderType"="Transparent"
}
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Fog {
Mode Off
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 color : COLOR;
float4 vertex : SV_POSITION;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert(appdata v){
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;// * _Color;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 color = tex2D(_MainTex, i.uv) * i.color;
color.rgb += _Color.rgb;
color.a *= i.color.a * _Color.a;
color.rgb *= color.a;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, (fixed4)0);
return color;
}
ENDCG
}
}
}