FateViewer/Assets/Shader/old/FateShader2.shader

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2023-10-09 00:51:40 +08:00
Shader "FateShader2" {
Properties{
[NoScaleOffset] _MainTex("Albedo (RGB)", 2D) = "white" {}
_Alpha("Alpha", 2D) = "white" {}
_Cutoff ("Base Alpha cutoff", Range(0, 1)) = 0.91
_ColorTint ("Tint", Color) = (0,0,0,0)
}
// multiple render passes, in order to write to the zbuffer before drawing visible surfaces
SubShader{
Tags {
"Queue" = "Transparent"
}
Pass {
ZWrite On
Cull Off // make double sided
ColorMask 0 // don't draw any color
AlphaToMask On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _Alpha;
float _Cutoff;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv; // just pass through with no scale/offset
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 alph = tex2D(_Alpha, i.uv);
col.a *= alph.r;
clip(col.a - _Cutoff); // remove non-opaque pixels from writing to zbuffer
return col;
}
ENDCG
}
Pass
{
ZWrite Off
Cull Off // make double sided
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
fixed4 _ColorTint;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv; // just pass through with no scale/offset
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}