// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Cheng/Texture_alpha_Z" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Transparent" } LOD 100 CGINCLUDE #pragma target 3.0 ENDCG Blend SrcAlpha OneMinusSrcAlpha Cull Front ColorMask RGBA ZWrite On ZTest LEqual Offset 0 , 0 Pass { Name "Unlit" Tags { "LightMode"="ForwardBase" } CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX //only defining to not throw compilation error over Unity 5.5 #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" #define ASE_NEEDS_FRAG_COLOR struct appdata { float4 vertex : POSITION; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID float4 ase_texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; #ifdef ASE_NEEDS_FRAG_WORLD_POSITION float3 worldPos : TEXCOORD0; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; }; uniform sampler2D _MainTex; uniform half4 _MainTex_ST; uniform half4 _Color; v2f vert ( appdata v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); o.ase_texcoord1.xy = v.ase_texcoord.xy; o.ase_color = v.color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord1.zw = 0; float3 vertexValue = float3(0, 0, 0); #if ASE_ABSOLUTE_VERTEX_POS vertexValue = v.vertex.xyz; #endif vertexValue = vertexValue; #if ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif o.vertex = UnityObjectToClipPos(v.vertex); #ifdef ASE_NEEDS_FRAG_WORLD_POSITION o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; #endif return o; } fixed4 frag (v2f i ) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 finalColor; #ifdef ASE_NEEDS_FRAG_WORLD_POSITION float3 WorldPosition = i.worldPos; #endif float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw; half4 tex2DNode2 = tex2D( _MainTex, uv_MainTex ); half4 appendResult10 = (half4(( tex2DNode2 * _Color * i.ase_color ).rgb , ( tex2DNode2.a * _Color.a * i.ase_color.a ))); finalColor = appendResult10; return finalColor; } ENDCG } } CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18100 -1186;240;2115;1069;998.189;214.9476;1;True;False Node;AmplifyShaderEditor.SamplerNode;2;-423.1895,-20.94763;Inherit;True;Property;_MainTex;MainTex;1;0;Create;True;0;0;False;0;False;-1;None;494660c50548176438d6369b9f155c56;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;4;-432.1895,185.0524;Inherit;False;Property;_Color;Color;0;0;Create;True;0;0;False;0;False;1,1,1,1;0.5660378,0.5660378,0.5660378,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.VertexColorNode;7;-347.1895,383.0524;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-5.189453,57.05237;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-1.189453,298.0524;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode;10;302.811,185.0524;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;8;503,188;Half;False;True;-1;2;ASEMaterialInspector;100;1;Cheng/Texture_alpha_Z;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;2;5;False;-1;10;False;-1;0;5;False;-1;10;False;-1;True;0;False;-1;0;False;-1;True;False;True;1;False;-1;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;2;RenderType=Opaque=RenderType;Queue=Transparent=Queue=0;True;2;0;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;;0 WireConnection;3;0;2;0 WireConnection;3;1;4;0 WireConnection;3;2;7;0 WireConnection;6;0;2;4 WireConnection;6;1;4;4 WireConnection;6;2;7;4 WireConnection;10;0;3;0 WireConnection;10;3;6;0 WireConnection;8;0;10;0 ASEEND*/ //CHKSM=3FB45A8D0EF4E04D28D7553A7B9159AD0EEC430C