GQ_Communicate/GQ_TongXin/Assets/HighlightPlus/Resources/HighlightPlus/HighlightOverlay.shader

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Shader "HighlightPlus/Geometry/Overlay" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_OverlayBackColor ("Overlay Back Color", Color) = (1,1,1,1)
_OverlayData("Overlay Data", Vector) = (1,0.5,1)
_CutOff("CutOff", Float ) = 0.5
}
SubShader
{
Tags { "Queue"="Transparent+121" "RenderType"="Transparent" }
// Overlay
Pass
{
Stencil {
Ref 2
Comp Equal
Pass keep
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ HP_ALPHACLIP
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _OverlayBackColor;
fixed3 _OverlayData; // x = speed, y = MinIntensity, z = blend;
fixed _CutOff;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX (v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 color = tex2D(_MainTex, i.uv);
#if HP_ALPHACLIP
clip(color.a - _CutOff);
#endif
fixed t = _OverlayData.y + (1.0 - _OverlayData.y) * 2.0 * abs(0.5 - frac(_Time.y * _OverlayData.x));
fixed4 col = lerp(_Color, color * _OverlayBackColor * _Color, _OverlayData.z);
col.a *= t;
return col;
}
ENDCG
}
}
}