rise-and-swine/Assets/Shader/_CustomSilhouetteShader.shader
2023-02-25 23:04:03 -05:00

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Shader "_Custom/SilhouetteShader" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Vector) = (1,1,1,1)
}
SubShader {
LOD 100
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass {
LOD 100
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull 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
{
fixed4 var;
var.w = min(tex2D(_MainTex, i.texcoord).w, _Color.w);
var.xyz = _Color.xyz;
return var;
}
ENDCG
}
}
}