63 lines
1.3 KiB
Plaintext
63 lines
1.3 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// ============================================================
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// Name: AtlasShader
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// Author: Joen Joensen (@UnLogick)
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// ============================================================
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Shader "UMA/AtlasDiffuseShader" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
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_MainTex ("Base Texture", 2D) = "white" {}
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_ExtraTex ("mask", 2D) = "white" {}
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Pass
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{
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Tags { "LightMode" = "Vertex" }
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Fog { Mode Off }
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BlendOp Add, Add
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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Lighting 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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float4 _Color;
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float4 _AdditiveColor;
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sampler2D _MainTex;
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sampler2D _ExtraTex;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert (appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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half4 texcol = tex2D(_MainTex, i.uv);
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half4 mask = tex2D(_ExtraTex, i.uv);
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return half4(texcol.xyz, mask.w)*_Color+_AdditiveColor;
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}
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ENDCG
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}
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}
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Fallback "Transparent/VertexLit"
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} |