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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Suimono2/EffectWakeMask" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Transparent+10" "IgnoreProjector"="True" "RenderType"="SuimonoWakeMask"}
ZWrite Off
Blend One One
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 color : COLOR;
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = fixed4(0,0,0,0);
fixed4 tex = tex2D(_MainTex, i.texcoord);
col.r = lerp((fixed)0.0,(fixed)tex.r*(fixed)_Color.r,i.color.r);
col.g = lerp((fixed)0.0,(fixed)tex.g*(fixed)_Color.g,i.color.g);
col.b = lerp((fixed)0.0,(fixed)tex.b*(fixed)_Color.b,i.color.b);
col.a = tex.a * _Color.a * i.color.a;
return col;
}
ENDCG
}
}
}