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Cryville.EEW.Unity/Assets/Shaders/Multiply.shader

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Shader "Map/Multiply" {
Properties {
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" { }
}
SubShader {
Tags {
"RenderType" = "Transparent"
"Queue" = "Transparent"
}
LOD 100
Blend Zero SrcColor
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target {
float a = i.color.a * _Color.a;
fixed4 col = 1 - a * (1 - tex2D(_MainTex, i.uv) * i.color * _Color);
return col;
}
ENDCG
}
}
}