164 lines
3.2 KiB
Plaintext
164 lines
3.2 KiB
Plaintext
Shader "FateShader3Compatible" {
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Properties{
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_Alpha("Alpha", 2D) = "white" {}
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_Color ("Main Color", Color) = (1,1,1,1)
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_AddColor ("Add Color", Color) = (0,0,0,0)
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_MainTex ("Base (RGBA)", 2D) = "white" { }
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_Cutoff ("Base Alpha cutoff", Range(0, 1)) = 0.9
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}
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SubShader{
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
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Pass //Opaque Character
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{
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION0;
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float2 uv : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : POSITION0;
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float4 color : COLOR0;
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};
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sampler2D _MainTex;
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sampler2D _Alpha;
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fixed4 _Color;
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fixed4 _AddColor;
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float4 u_xlat0;
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float4 u_xlat1;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.uv = v.uv;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 alph = tex2D(_Alpha, i.uv);
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col.a *= alph.r;
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col = _Color * col + _AddColor;
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clip(col.a - 0.99);
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return col;
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}
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ENDCG
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}
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//Pass //Line 428 Cutoff Transparency (0.5)
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//{
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// Tags { "IGNOREPROJECTOR" = "true" "RenderType" = "TransparentCutout" }
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// Cull Off
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// ColorMask 0
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// CGPROGRAM
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// #pragma vertex vert
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// #pragma fragment frag
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// #include "UnityCG.cginc"
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// struct appdata
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// {
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// float4 vertex : POSITION0;
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// float2 uv : TEXCOORD0;
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// float4 color : COLOR0;
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// };
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// struct v2f
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// {
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// float2 uv : TEXCOORD0;
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// float4 vertex : POSITION0;
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// float4 color : COLOR0;
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// };
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// sampler2D _MainTex;
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// sampler2D _Alpha;
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// fixed4 _Color;
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// fixed4 _AddColor;
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// float _Cutoff;
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// float4 u_xlat0;
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// float4 u_xlat1;
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// v2f vert(appdata v)
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// {
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// v2f o;
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// o.color = fixed4(0,0,0,1);
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// o.uv = v.uv;
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// u_xlat0 = mul(unity_ObjectToWorld, v.vertex.xyz);
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// o.vertex = UnityObjectToClipPos(u_xlat0);
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// return o;
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// }
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// fixed4 frag(v2f i) : SV_Target
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// {
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// fixed4 col = tex2D(_MainTex, i.uv);
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// col = _Color * col + _AddColor;
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// clip(col.a - _Cutoff);
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// return col;
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// }
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// ENDCG
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//}
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Pass //ADD COLORS
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{
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Cull Off // make double sided
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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sampler2D _Alpha;
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fixed4 _ColorTint;
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float _Cutoff;
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float4 u_xlat0;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv; // just pass through with no scale/offset
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 alph = tex2D(_Alpha, i.uv);
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col.a *= alph.r;
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clip(col.a - (1-_Cutoff));
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return col;
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}
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ENDCG
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}
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}
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} |