ElectricityBusinessHall_Dig.../Assets/ArtRes/Sycoforge/Easy Decal/Shader/EDMultiply.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Easy Decal unlit multiply shader. version 1.2
Shader "Easy Decal/Unlit/ED Multiply"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Pass
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend Zero SrcColor
Cull Off Lighting Off ZWrite Off
Offset -1,-1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 color = tex2D(_MainTex, i.uv) * _Color * i.color;
fixed a = color.a;
fixed ainv = 1.0 - color.a;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, color);
color = (color * a) + (fixed4(1, 1, 1, 1) * ainv);
return color;
}
ENDCG
}
}
}