chunk 1: core gameplay scripts scenes runtime assets
This commit is contained in:
57
Assets/VFX/Shaders/AdditiveInFront.shader
Normal file
57
Assets/VFX/Shaders/AdditiveInFront.shader
Normal file
@@ -0,0 +1,57 @@
|
||||
Shader "Custom/AdditiveInFront" {
|
||||
|
||||
Properties {
|
||||
_Color ("Main Color", COLOR) = (1,1,1,1)
|
||||
_MainTex ("Particle Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
Blend SrcAlpha One
|
||||
Cull Off Lighting Off ZWrite Off ZTest Always
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
};
|
||||
|
||||
v2f vert (appdata_t v) {
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.color = v.color;
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target {
|
||||
fixed4 col = i.color * tex2D(_MainTex, i.texcoord);
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user