2025-05-18 01:04:31 +08:00

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Shader "MY/Fogoff"
{
Properties
{
_MainTex("Particle Texture", 2D) = "white" { }
_Color("Color", Color) = (1,1,1,1)
_Alpha("Alpha", float) = 0.0
}
SubShader
{
Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" }
Pass
{
ZWrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _MainTex_ST;
uniform sampler2D _MainTex;
uniform fixed4 _Color;
uniform fixed _Alpha;
struct appdata
{
float3 pos : POSITION;
float3 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv0 : TEXCOORD0;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata IN)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.pos = UnityObjectToClipPos(IN.pos);
return o;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 col = tex2D(_MainTex, IN.uv0.xy)* _Color * _Alpha;
return col;
}
ENDCG
}
}
}