Add additive shader.

This commit is contained in:
2023-02-19 21:57:06 +08:00
parent 393947db9f
commit a115999aab
4 changed files with 93 additions and 0 deletions

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@@ -33,6 +33,7 @@ namespace Cryville.Crtr {
Materials.Add("-SpriteMat", Resources.Load<Material>("Materials/SpriteMat")); Materials.Add("-SpriteMat", Resources.Load<Material>("Materials/SpriteMat"));
Shaders.Add("default", Shader.Find("Sprites/Default")); Shaders.Add("default", Shader.Find("Sprites/Default"));
Shaders.Add("additive", Shader.Find("Sprites/Additive"));
loaded = true; loaded = true;
} }

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@@ -0,0 +1,8 @@
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@@ -0,0 +1,74 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Sprites/Additive"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN) {
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}

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