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-
- Shader "MyShader/Illusion/Alpha" {
- Properties {
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex ("Particle Texture", 2D) = "white" {}
- _MulRatio("MulRatio", Range(0, 5)) = 1
- }
-
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off Lighting Off ZWrite Off Fog { Mode off }
-
- SubShader {
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_particles
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _TintColor;
- fixed _MulRatio;
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.color = v.color * _TintColor;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
-
- half4 frag (v2f i) : COLOR
- {
- half4 result = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
- result.a = saturate(result.a);
- UNITY_APPLY_FOG(i.fogCoord, result);
- result.rgb *= _MulRatio;
- return result;
- }
- ENDCG
- }
- }
- }
- }
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