ict.xunfei/Assets/ProfessionalAssets/DronePack/Shaders/VertexAlpha.shader

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Shader "Unlit/VertexAlpha"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf Unlit alpha:fade keepalpha noshadow
struct Input
{
float4 vertexColor : COLOR;
};
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha * 0.8f);
}
void surf( Input i , inout SurfaceOutput o )
{
float4 temp_output_1_0 = i.vertexColor;
o.Emission = temp_output_1_0.rgb;
o.Alpha = temp_output_1_0.r;
}
ENDCG
}
}