Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Shader "Sprites/Multiply"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
- [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Color (1,1,1,1) }
- Blend Zero SrcColor
- //AlphaTest Greater .01
- ColorMask RGB
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile DUMMY PIXELSNAP_ON
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- };
- fixed4 _Color;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- #ifdef PIXELSNAP_ON
- OUT.vertex = UnityPixelSnap (OUT.vertex);
- #endif
- return OUT;
- }
- sampler2D _MainTex;
- fixed4 frag(v2f IN) : COLOR
- {
- half4 prev = IN.color * tex2D(_MainTex, IN.texcoord);
- return lerp(half4(1,1,1,1), prev, prev.a);
- }
- ENDCG
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement