popcorn/Shader/3D/UnlitTextureAdditive.shader

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Shader "UsayaLib/3D/Unlit/TextureAdditive" {
Properties {
_Color ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags {
"Queue"="Transparent"
"RenderType"="Transparent"
}
LOD 100
Pass {
Blend SrcAlpha One
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
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 * 2.0;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 color = tex2D(_MainTex, i.uv) * i.color;
UNITY_APPLY_FOG_COLOR(i.fogCoord, color, (fixed4)0);
return color;
}
ENDCG
}
}
}