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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Suimono2/EffectNormalBlend" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Strength ("Strength",float) = 1.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="SuimonoNormals"}
Cull Back
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#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;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _Strength;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
col.rgb = lerp(half3(0.2,0.2,1.0),col.rgb,saturate(i.color.a));
col.r = col.r * _Strength;
col.g = col.g * _Strength;
col.a = lerp((fixed)0.0,(fixed)col.a,saturate(i.color.a));
return col;
}
ENDCG
}
}
}