62 lines
1.0 KiB
Plaintext
62 lines
1.0 KiB
Plaintext
Shader "FX/Flare" {
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Properties {
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_MainTex ("Particle Texture", 2D) = "black" {}
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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}
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Cull Off Lighting Off ZWrite Off Ztest Always
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Blend One One
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col;
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fixed4 tex = tex2D(_MainTex, i.texcoord);
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col.rgb = i.color.rgb * tex.rgb;
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col.a = tex.a;
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return col;
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}
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ENDCG
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}
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}
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}
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