68 lines
1.3 KiB
Plaintext
68 lines
1.3 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "TENKOKU/fx_Particle" {
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Properties {
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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}
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Category {
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Tags {"Queue"="Overlay+11"}
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Blend SrcAlpha OneMinusSrcAlpha
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//Blend One One
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Cull Back
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Lighting Off
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ZWrite On
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//ZTest Always
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _TintColor;
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struct appdata_t {
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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return o;
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}
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half4 frag (v2f i) : COLOR {
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fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
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col.rgb = lerp(_TintColor.rgb,col.rgb,col.a)*0.5;
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//col.rgb = lerp(col.rgb,fixed3(1,1,1),0.25);
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col.rgb = clamp(col.rgb,0.15,1.0);
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//col.rgb = _TintColor.rgb;
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clip (col.a-0.1);
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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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}
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}
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