GQ_Communicate/GQ_TongXin/Assets/Resources/TransparentGlow.shader

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