70 lines
2.1 KiB
Text
70 lines
2.1 KiB
Text
|
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
|
||
|
}
|
||
|
}
|
||
|
}
|