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3 years ago
Shader "Alembic/Points Transparent" {
Properties {
//_AlembicID("AlembicID", Float) = 0.0
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Int) = 4
[Enum(Off, 0, On, 1)] _ZWrite("ZWrite", Float) = 0
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Int) = 5
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Int) = 10
_Color("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
ZTest[_ZTest]
ZWrite[_ZWrite]
Blend[_SrcBlend][_DstBlend]
Lighting Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#include "PointRenderer.cginc"
fixed4 _Color;
sampler2D _MainTex;
struct appdata
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
uint iid : SV_InstanceID;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 texcoord : TEXCOORD0;
};
v2f vert (appdata v)
{
UNITY_SETUP_INSTANCE_ID(v);
float4 vertex = v.vertex;
vertex = mul(mul(UNITY_MATRIX_VP, GetPointMatrix(v.iid)), vertex);
v2f o;
o.vertex = vertex;
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord.xy) * _Color;
return c;
}
ENDCG
}
}
}