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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/GlowAdditiveSimple" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_CoreColor ("Core Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_TintStrength ("Tint Color Strength", Float) = 1
_CoreStrength ("Core Color Strength", Float) = 1
_CutOutLightCore ("CutOut Light Core", Range(0, 1)) = 0.5
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
Cull Off
Lighting Off
ZWrite Off
Fog { Color (0,0,0,0) }
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
fixed4 _CoreColor;
float _CutOutLightCore;
float _TintStrength;
float _CoreStrength;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed4 col = (_TintColor * tex.g * _TintStrength + tex.r * _CoreColor * _CoreStrength - _CutOutLightCore);
return clamp(col, 0, 255);
}
ENDCG
}
}
}
}