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