ToriaAssets/Sources/Shaders/AtlasDiffuseShader.shader
2026-05-19 15:33:18 +02:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// ============================================================
// Name: AtlasShader
// Author: Joen Joensen (@UnLogick)
// ============================================================
Shader "UMA/AtlasDiffuseShader" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
_MainTex ("Base Texture", 2D) = "white" {}
_ExtraTex ("mask", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass
{
Tags { "LightMode" = "Vertex" }
Fog { Mode Off }
BlendOp Add, Add
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.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 texcol = tex2D(_MainTex, i.uv);
half4 mask = tex2D(_ExtraTex, i.uv);
return half4(texcol.xyz, mask.w)*_Color+_AdditiveColor;
}
ENDCG
}
}
Fallback "Transparent/VertexLit"
}