70 lines
No EOL
2.1 KiB
GLSL
70 lines
No EOL
2.1 KiB
GLSL
Shader "Depth Mask/MaskOverlay" {
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Properties {
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_Color ("Main Color", Vector) = (1,1,1,1)
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader {
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LOD 100
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
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Pass {
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LOD 100
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Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Fog {
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Mode Off
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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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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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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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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert(appdata v)
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{
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float4x4 var = (unity_WorldToObject * unity_MatrixInvV);
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float3x3 var2;
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var2[0] = float4(var[0].x, var[1].x, var[2].x, var[3].x);
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var2[1] = float4(var[0].y, var[1].y, var[2].y, var[3].y);
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var2[2] = float4(var[0].z, var[1].z, var[2].z, var[3].z);
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half3 eyeNormal = normalize(mul(var2, v.normal));
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half3 var3 = (_Color.xyz * glstate_lightmodel_ambient.xyz);
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for (int i = 0; i < 8; i++)
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{
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half3 dirToLight = unity_LightPosition[i].xyz;
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var3 = (var3 + min((
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((max(dot(eyeNormal, dirToLight), 0.0) * _Color.xyz) * unity_LightColor[i].xyz)
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* 0.5), half3(1.0, 1.0, 1.0)));
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}
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half4 var4;
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var4.xyz = var3;
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var4.w = _Color.w;
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = clamp(var4, 0.0, 1.0);
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 var = tex2D(_MainTex, i.texcoord);
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fixed4 var2;
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var2.xyz = (var * i.color * 2.0).xyz;
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var2.w = (var.w * i.color.w);
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return var2;
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}
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ENDCG
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}
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}
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} |