ToriaAssets/Sources/Shaders/RotateShader.shader

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2026-05-07 10:14:44 +02:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RotateShader"
{
SubShader
{
Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off
//ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
float _Scale;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
float3 normal : NORMAL;
};
v2f vert (appdata v)
{
v2f o = (v2f)0;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.color;
/*float3 pos = v.vertex.xyz + float3(0.01,0.01,0.0);
pos.y = 0;
o.normal = mul((float3x3)UNITY_MATRIX_MV, normalize(pos));*/
return o;
}
half4 frag (v2f i) : COLOR
{
/*float angle = dot(i.normal,float3(0,0,1));
if (angle < 0)
{
i.color = i.color.r * 0.299 + i.color.g * 0.587 + i.color.b * 0.114;
}*/
return i.color;
}
ENDCG
}
}
}