Lightwall.shader 1.1 KB

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  1. Shader "DashGame/Lightwall"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. }
  7. SubShader
  8. {
  9. Tags
  10. {
  11. "Queue"="Transparent"
  12. "IgnoreProjector"="True"
  13. "RenderType"="Transparent"
  14. "PreviewType"="Plane"
  15. }
  16. Cull Off
  17. Lighting Off
  18. ZWrite Off
  19. ZTest [unity_GUIZTestMode]
  20. Blend SrcAlpha One
  21. Pass
  22. {
  23. CGPROGRAM
  24. #pragma vertex vert
  25. #pragma fragment frag
  26. #include "UnityCG.cginc"
  27. #include "UnityUI.cginc"
  28. struct appdata_t
  29. {
  30. float4 vertex : POSITION;
  31. float4 color : COLOR;
  32. float2 texcoord : TEXCOORD0;
  33. };
  34. struct v2f
  35. {
  36. float4 vertex : SV_POSITION;
  37. fixed4 color : COLOR;
  38. float2 texcoord : TEXCOORD0;
  39. };
  40. fixed4 _Color;
  41. v2f vert(appdata_t IN)
  42. {
  43. v2f OUT;
  44. OUT.vertex = UnityObjectToClipPos(IN.vertex);
  45. OUT.texcoord = IN.texcoord;
  46. OUT.color = IN.color;
  47. return OUT;
  48. }
  49. sampler2D _MainTex;
  50. float4 frag(v2f IN) : SV_Target
  51. {
  52. float4 color = (tex2D(_MainTex, IN.texcoord));
  53. color.a = color.r/1.0;
  54. color *= IN.color;
  55. return color;
  56. }
  57. ENDCG
  58. }
  59. }
  60. }