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