55 lines
1.5 KiB
Plaintext
55 lines
1.5 KiB
Plaintext
Shader "Custom/TransparentGlow" {
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Properties{
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_MainTex("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Transparency("Transparency", Range(0,1)) = 0.5
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_Glow("Glow", Range(0,1)) = 0.5
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}
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SubShader{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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Pass {
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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float _Transparency;
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float _Glow;
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v2f vert(appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _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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fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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col.a *= _Transparency;
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col.rgb *= _Glow;
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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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