// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "TENKOKU/suneclipse_shader" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Base (RGB)", 2D) = "white" {} } Category { //Tags { "Queue"="Overlay+11" } //Tags {"Queue"="Background-7"} Tags { "Queue"="Background+1603"} Blend One One Cull Back ZWrite Off Fog {Mode Off} //Offset 1,981000 //Tags { "Queue"="Background+1604"} Offset 1,996000 //Stencil { // Ref 2 // Comp Greater // Pass Replace // Fail Keep // ZFail Replace //} Stencil { Ref 2 Comp Greater Pass Replace Fail Keep ZFail Replace } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest nofog #include "UnityCG.cginc" sampler2D _MainTex; float _Tenkoku_EclipseFactor; float4 _TintColor; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; //float4 color : COLOR; float2 texcoord : TEXCOORD0; }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); //o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } half4 frag (v2f i) : COLOR { half4 tex = tex2D(_MainTex, i.texcoord); tex.a = 1.0;//tex.r * (_TintColor.a - saturate(lerp(-5.0,1.0,_Tenkoku_EclipseFactor))); tex.rgb = tex.rgb * _TintColor.rgb * 2.0 * saturate(lerp(2.0,-18.0,_Tenkoku_EclipseFactor)); //tex.a = 0.0; return tex;// * 2.0; } ENDCG } } } }