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