// Author: Blastom // 仅用于摄像机拍摄UI面板的RenderTexture // 需要在扭曲之前渲染 Shader "Zhanyou/Mobile/Glass" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} //_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="AlphaTest+55" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One OneMinusSrcAlpha ColorMask RGB Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; 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 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = i.color * _TintColor * tex2D(_MainTex, i.texcoord); col.a = clamp(col.a, 0, 1); UNITY_APPLY_FOG(i.fogCoord, col); // fog towards black due to our blend mode col.rgb *= col.a; return col; } ENDCG } } } }