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