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- Shader "DashGame/PlazaRoomStar"
- {
- Properties
- {
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex ("Particle Texture", 2D) = "white" {}
- _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- }
- Category
- {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
- Blend SrcAlpha OneMinusSrcAlpha
- Lighting Off
- ZWrite Off
-
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _TintColor;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- float4 _MainTex_ST;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = 2 * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
- return col;
- }
- ENDCG
- }
- }
- }
- }
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