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Shader "Suimono2/particle_AlphaOverlay" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {
Tags { "Queue"="Overlay+13" "IgnoreProjector"="True"}
//Tags { "Queue"="Transparent-102" "IgnoreProjector"="True"}
Blend SrcAlpha OneMinusSrcAlpha
//AlphaTest Greater .01
//ColorMask RGB
//ZTest LEqual
Cull Back Lighting Off ZWrite Off Fog{Mode Off}
//BindChannels {
// Bind "Color", color
// Bind "Vertex", vertex
// Bind "TexCoord", texcoord
//}
SubShader {
CGPROGRAM
#pragma surface surf SuimonoNoLight vertex:vert alpha
sampler2D _MainTex;
float4 _TintColor;
void vert (inout appdata_full v){
//UNITY_INITIALIZE_OUTPUT(Input,o);
//o.customColor = abs(v.normal);
v.vertex = v.vertex;
}
struct Input {
float2 uv_MainTex;
};
fixed4 LightingSuimonoNoLight (SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
fixed4 col;
col.rgb = (s.Albedo+s.Alpha)*_LightColor0.rgb*2.0*atten;
col.a = lerp((fixed)0.0, (fixed)2.0, s.Alpha);
col.a = saturate(col.a);
return col;
}
void surf (Input IN, inout SurfaceOutput o) {
half4 col = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = col.rgb * _TintColor.rgb;
o.Alpha = col.a;
}
ENDCG
}
}
}