rise-and-swine/Assets/Shader/Depth MaskMaskOverlay.shader

70 lines
2.1 KiB
Text
Raw Normal View History

2023-02-25 23:04:03 -05:00
Shader "Depth Mask/MaskOverlay" {
Properties {
_Color ("Main Color", Vector) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
LOD 100
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass {
LOD 100
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Fog {
Mode Off
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
float4 _MainTex_ST;
fixed4 _Color;
v2f vert(appdata v)
{
float4x4 var = (unity_WorldToObject * unity_MatrixInvV);
float3x3 var2;
var2[0] = float4(var[0].x, var[1].x, var[2].x, var[3].x);
var2[1] = float4(var[0].y, var[1].y, var[2].y, var[3].y);
var2[2] = float4(var[0].z, var[1].z, var[2].z, var[3].z);
half3 eyeNormal = normalize(mul(var2, v.normal));
half3 var3 = (_Color.xyz * glstate_lightmodel_ambient.xyz);
for (int i = 0; i < 8; i++)
{
half3 dirToLight = unity_LightPosition[i].xyz;
var3 = (var3 + min((
((max(dot(eyeNormal, dirToLight), 0.0) * _Color.xyz) * unity_LightColor[i].xyz)
* 0.5), half3(1.0, 1.0, 1.0)));
}
half4 var4;
var4.xyz = var3;
var4.w = _Color.w;
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = clamp(var4, 0.0, 1.0);
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target
{
fixed4 var = tex2D(_MainTex, i.texcoord);
fixed4 var2;
var2.xyz = (var * i.color * 2.0).xyz;
var2.w = (var.w * i.color.w);
return var2;
}
ENDCG
}
}
}