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

81 lines
2.3 KiB
Plaintext

Shader "HighlightPlus/Geometry/SeeThrough" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_SeeThrough ("See Through", Range(0,1)) = 0.8
_SeeThroughTintColor ("See Through Tint Color", Color) = (1,0,0,0.8)
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_CutOff("CutOff", Float ) = 0.5
}
SubShader
{
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
// See through effect
Pass
{
Stencil {
Ref 2
Comp NotEqual
Pass keep
}
ZTest Always
ZWrite Off
// Cull Off
Blend SrcAlpha OneMinusSrcAlpha
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
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _SeeThrough;
fixed4 _SeeThroughTintColor;
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 col = tex2D(_MainTex, i.uv);
#if HP_ALPHACLIP
clip(col.a - _CutOff);
#endif
col.rgb = lerp(col.rgb, _SeeThroughTintColor.rgb, _SeeThroughTintColor.a);
float scry = i.pos.y;
col.rgb += frac( scry * _Time.w ) * 0.1;
col.a = _SeeThrough;
col.a *= (scry % 2) - 1.0;
return col;
}
ENDCG
}
}
}