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2024-08-23 15:49:34 +08:00
Shader "Hidden/Internal-Halo" {
SubShader {
Tags {"RenderType"="Overlay"}
ZWrite off Cull off // NOTE: 'Cull off' is important as the halo meshes flip handedness each time... BUG: #1220
Blend OneMinusDstColor One
ColorMask RGB
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _HaloFalloff;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
float4 _HaloFalloff_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_HaloFalloff);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed a = tex2D(_HaloFalloff, i.texcoord).a;
fixed4 col = fixed4 (i.color.rgb * a, a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}