Files
JJBB/Assets/Project/Shader/RenderLineEffect.shader
2024-08-23 15:49:34 +08:00

71 lines
1.4 KiB
Plaintext

// Unlit shader. Simplest possible colored shader.
// - no lighting
// - no lightmap support
// - no texture
Shader "Unlit/RenderLineEffect" {
Properties
{
_TintColor("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
_MainTex("Particle Texture", 2D) = "white" {}
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
//BlendOp Add, Max
Blend One One//, One One
Cull Off
ColorMask RGB
Lighting Off
ZTest Off
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_particles
#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)
};
uniform 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 = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
col.rgb *= col.a;
//col.a = 0.004;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}