FateViewer/Assets/Shader/FateShader3Compatible.shader

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Shader "FateShader3Compatible" {
Properties{
_Alpha("Alpha", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
_AddColor ("Add Color", Color) = (0,0,0,0)
_MainTex ("Base (RGBA)", 2D) = "white" { }
_Cutoff ("Base Alpha cutoff", Range(0, 1)) = 0.9
}
SubShader{
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
Pass //Opaque Character
{
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION0;
float2 uv : TEXCOORD0;
float4 color : COLOR0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : POSITION0;
float4 color : COLOR0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Alpha;
fixed4 _Color;
fixed4 _AddColor;
float4 u_xlat0;
float4 u_xlat1;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 alph = tex2D(_Alpha, i.uv);
col.a *= alph.r;
col = _Color * col + _AddColor;
clip(col.a - 0.99);
return col;
}
ENDCG
}
Pass //ADD COLORS
{
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;
float4 _MainTex_ST;
sampler2D _Alpha;
fixed4 _ColorTint;
float _Cutoff;
float4 u_xlat0;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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 - (1-_Cutoff));
return col;
}
ENDCG
}
}
}