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64 lines
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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
}
}
}
}