ToriaAssets/Sources/Shaders/AtlasNormalShader.shader

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2026-05-06 15:07:56 +02:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// ============================================================
// Name: AtlasShader
// Author: Joen Joensen (@UnLogick)
// ============================================================
Shader "UMA/AtlasShaderNormal" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
_MainTex ("Normalmap", 2D) = "bump" {}
_ExtraTex ("mask", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass
{
Tags{ "LightMode" = "Vertex" }
Fog{ Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
float4 _Color;
float4 _AdditiveColor;
sampler2D _MainTex;
sampler2D _ExtraTex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half4 frag(v2f i) : COLOR
{
half4 n = tex2D(_MainTex, i.uv);
half4 extra = tex2D(_ExtraTex, i.uv);
#if !defined(UNITY_NO_DXT5nm)
//swizzle the alpha and red channel, we will swizzle back in the post process SwizzleShader
n.r = n.a;
#endif
n.a = min(extra.a, _Color.a);
return n;
}
ENDCG
}
}
Fallback "Transparent/VertexLit"
}