rise-and-swine/Assets/Shader/Depth MaskUnlit Transparent (CG).shader

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2023-02-25 23:04:03 -05:00
Shader "Depth Mask/Unlit Transparent (CG)" {
Properties {
_Color ("Main Color (A=Opacity)", Vector) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+2" }
Pass {
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+2" }
Blend DstColor Zero, DstColor Zero
ZTest Less
Fog {
Mode Off
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
sampler2D _MainTex;
fixed4 _Color;
fixed4 frag(v2f i) : SV_Target
{
return tex2D(_MainTex, i.texcoord) * _Color;
}
ENDCG
}
}
Fallback "Diffuse"
}