Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Shader "Custom/Tree_Billboard"
- {
- Properties
- {
- [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
- _Color("Tint", Color) = (1,1,1,1)
- //_Time ("Time", Float) = 0
- [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- "DisableBatching" = "True"
- "SortingLayer" = "Resources_Sprites"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- "PreviewType" = "Plane"
- "CanUseSpriteAtlas" = "True"
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #pragma multi_compile _ PIXELSNAP_ON
- #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
- #include "UnityCG.cginc"
- // uniform Float _Time;
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- fixed4 _Color;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- // OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- // #ifdef PIXELSNAP_ON
- OUT.vertex = mul(UNITY_MATRIX_P,
- mul(UNITY_MATRIX_MV, float4(0.0, 4.1, 0.0, 1.0))
- - float4(IN.vertex.x, -IN.vertex.y, 0.0, 0.0)
- * float4(6.0, 8.0, 1.0, 1.0));
- // OUT.vertex = UnityPixelSnap (OUT.vertex);
- // #endif
- return OUT;
- }
- sampler2D _MainTex;
- sampler2D _AlphaTex;
- fixed4 SampleSpriteTexture(float2 uv)
- {
- fixed4 color = tex2D(_MainTex, uv);
- #if ETC1_EXTERNAL_ALPHA
- // get the color from an external texture (usecase: Alpha support for ETC1 on android)
- color.a = tex2D(_AlphaTex, uv).r;
- #endif //ETC1_EXTERNAL_ALPHA
- return color;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
- c.rgb *= c.a;
- return c;
- }
- ENDCG
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement