Anim.shader 1.4 KB

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  1. Shader "DashGame/Anim"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  6. _Color("Tint", Color) = (1,0,0,1)
  7. [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
  8. }
  9. SubShader
  10. {
  11. Tags
  12. {
  13. "Queue" = "Transparent"
  14. "IgnoreProjector" = "True"
  15. "RenderType" = "Transparent"
  16. "PreviewType" = "Plane"
  17. "CanUseSpriteAtlas" = "True"
  18. }
  19. Cull Off
  20. Lighting Off
  21. ZWrite Off
  22. Pass
  23. {
  24. Blend SrcAlpha OneMinusSrcAlpha
  25. CGPROGRAM
  26. #pragma vertex vert
  27. #pragma fragment frag
  28. #pragma target 2.0
  29. #pragma multi_compile _ PIXELSNAP_ON
  30. #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
  31. #include "UnityCG.cginc"
  32. struct appdata_t
  33. {
  34. float4 vertex : POSITION;
  35. float4 color : COLOR;
  36. float2 texcoord : TEXCOORD0;
  37. };
  38. struct v2f
  39. {
  40. fixed4 color : COLOR;
  41. float4 vertex : SV_POSITION;
  42. float2 texcoord : TEXCOORD0;
  43. };
  44. fixed4 _Color;
  45. v2f vert(appdata_t IN)
  46. {
  47. v2f OUT;
  48. OUT.vertex = UnityObjectToClipPos(IN.vertex);
  49. OUT.texcoord = IN.texcoord;
  50. OUT.color = IN.color * _Color;
  51. return OUT;
  52. }
  53. sampler2D _MainTex;
  54. float4 SampleSpriteTexture(float2 uv)
  55. {
  56. float4 color = tex2D(_MainTex, uv);
  57. return color;
  58. }
  59. fixed4 frag(v2f IN) : SV_Target
  60. {
  61. float4 c = SampleSpriteTexture(IN.texcoord);
  62. if (c.r >= 200/255.0 && c.g >= 200/255.0 && c.b >= 200/255.0)
  63. {
  64. c.rgb = _Color.rgb;
  65. }
  66. /*if (c.r == c.g && c.r == c.b && c.g == c.b)
  67. {
  68. c.rgb = _Color.rgb;
  69. }*/
  70. return c;
  71. }
  72. ENDCG
  73. }
  74. }
  75. }