NewN_UAVPlane/Assets/3rdParty/TENKOKU - DYNAMIC SKY/SHADERS/Tenkoku_suneclipse.shader

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// 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
}
}
}
}