Shader "PRD/CheekV2" { Properties { _BaseMap ("BaseMap", 2D) = "white" {} _BaseColor ("BaseColor", Color) = (1,1,1,1) [MaterialToggle] _Is_LightColor_Base ("Is_LightColor_Base", float) = 1 } SubShader { Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" } Pass // ind: 1, name: { Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha // m_ProgramMask = 6 CGPROGRAM //#pragma target 4.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define CODE_BLOCK_VERTEX //uniform float4x4 unity_ObjectToWorld; //uniform float4x4 unity_MatrixVP; uniform float4 _LightColor0; uniform float4 _BaseColor; uniform float _Is_LightColor_Base; uniform float _Alpha; uniform float _Camouflage; uniform sampler2D _BaseMap; struct appdata_t { float4 vertex :POSITION0; float2 texcoord :TEXCOORD0; }; struct OUT_Data_Vert { float2 texcoord :TEXCOORD0; float4 vertex :SV_POSITION; }; struct v2f { float2 texcoord :TEXCOORD0; }; struct OUT_Data_Frag { float4 color :SV_Target0; }; float4 u_xlat0; float4 u_xlat1; OUT_Data_Vert vert(appdata_t in_v) { OUT_Data_Vert out_v; out_v.vertex = UnityObjectToClipPos(in_v.vertex); out_v.texcoord.xy = in_v.texcoord.xy; return out_v; } #define CODE_BLOCK_FRAGMENT float u_xlat0_d; float4 u_xlat16_1; float4 u_xlat10_1; float3 u_xlat16_2; float u_xlat3; int u_xlatb3; OUT_Data_Frag frag(v2f in_f) { OUT_Data_Frag out_f; u_xlat0_d = ((-_Camouflage) + 1); u_xlat0_d = (u_xlat0_d * _Alpha); u_xlatb3 = (0.649999976>=_Camouflage); u_xlat3 = (u_xlatb3)?(1):(float(0)); u_xlat0_d = (u_xlat3 * u_xlat0_d); u_xlat10_1 = tex2D(_BaseMap, in_f.texcoord.xy); u_xlat16_1 = (u_xlat10_1 * _BaseColor); u_xlat0_d = (u_xlat0_d * u_xlat16_1.w); out_f.color.w = u_xlat0_d; u_xlat16_2.xyz = ((u_xlat16_1.xyz * _LightColor0.xyz) + (-u_xlat16_1.xyz)); out_f.color.xyz = ((float3(_Is_LightColor_Base, _Is_LightColor_Base, _Is_LightColor_Base) * u_xlat16_2.xyz) + u_xlat16_1.xyz); return out_f; } ENDCG } // end phase } FallBack Off }