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Main/Assets/GameAssets/Resources/Default/PlaceHolder/Material/FS_Shadow.shader
2025-01-25 04:38:09 +08:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Ares/SpecialEffect/FS_Shadow"
{
Properties {
_Color ("Main Color", Color) = (1, 1, 1, 1)
_MainTex ("Base", 2D) = "white" {}
}
SubShader {
Tags { "RenderType" = "Transparent" "Queue" = "Transparent+50" }
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend Zero SrcColor
Pass
{
Name "SIMPLE"
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
struct v2f_base
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f_base vert(appdata_base v)
{
v2f_base o;
o.pos = UnityObjectToClipPos( v.vertex );
o.uv = TRANSFORM_TEX( v.texcoord, _MainTex );
return o;
}
fixed4 frag(v2f_base i) :COLOR
{
return tex2D(_MainTex,i.uv);
}
ENDCG
}
}
FallBack Off
}