86 lines
2.6 KiB
Plaintext
86 lines
2.6 KiB
Plaintext
Shader "Unlit/TransparentVertexTexture"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex("Texture", 2D) = "white" {}
|
|
_Color("Color",COLOR) = (1,1,1,1)
|
|
_FadeLimit("Fade Limit",VECTOR) = (0,0,1,1)
|
|
_FadeSign("Fade Sign",Range(-1,1)) = 1
|
|
_Fade("Fade",Range(0,1)) = 1
|
|
_Highlight("Highlight Strength",Range(0,1)) = 0
|
|
_HighlightColor("Highlight Color", COLOR) = (1,1,1,1)
|
|
|
|
_OffsetFactor("Offset Factor", float) = 0
|
|
_OffsetUnits("Offset Units", float) = 0
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
|
|
LOD 100
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
Pass
|
|
{
|
|
Offset[_OffsetFactor],[_OffsetUnits]
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float4 color : COLOR;
|
|
float2 uv : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
float4 color : TEXCOORD1;
|
|
float2 uv : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
sampler2D _MainTex;
|
|
half4 _Color;
|
|
half4 _FadeLimit;
|
|
half _FadeSign;
|
|
half _Fade;
|
|
half _Highlight;
|
|
half4 _HighlightColor;
|
|
|
|
float _OffsetFactor;
|
|
float _OffsetUnits;
|
|
|
|
VertexOutput vert (VertexInput v)
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.uv = v.uv;
|
|
o.color = lerp(v.color * _Color, _HighlightColor, _Highlight);
|
|
return o;
|
|
}
|
|
|
|
half4 frag(VertexOutput i) : SV_Target
|
|
{
|
|
half4 color = tex2D(_MainTex, i.uv) * i.color;
|
|
half lowLimit = smoothstep(_FadeLimit.x, _FadeLimit.y, i.uv.y);
|
|
half highLimit = smoothstep(_FadeLimit.z, _FadeLimit.w, i.uv.y);
|
|
color.a *= saturate(lowLimit - _FadeSign * highLimit) * _Fade;
|
|
|
|
return color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|