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- Shader "tk2d/BlendVertexColor (lit)"
- {
- Properties
- {
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- }
- SubShader
- {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- ZWrite Off Lighting Off Cull Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha
- LOD 110
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_vct
- #pragma fragment frag_mult
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _MainTex_ST;
- sampler2D LIGHT_TEX;
- struct vin_vct
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f_vct
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 lightCoord : TEXCOORD1;
- };
- v2f_vct vert_vct(vin_vct v)
- {
- v2f_vct o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.lightCoord = 0.5 * (o.vertex.xy + float2(1.0, 1.0));
- o.color = v.color;
- o.texcoord = v.texcoord;
- return o;
- }
- float4 frag_mult(v2f_vct i) : COLOR
- {
- float4 col = tex2D(_MainTex, i.texcoord) * i.color;
- float4 light = tex2D(LIGHT_TEX, i.lightCoord);
- light.a = 1.0;
- return col * light;
- }
- ENDCG
- }
- }
- SubShader
- {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off Fog { Mode Off }
- LOD 100
- BindChannels
- {
- Bind "Vertex", vertex
- Bind "TexCoord", texcoord
- Bind "Color", color
- }
- Pass
- {
- Lighting Off
- SetTexture [_MainTex] { combine texture * primary }
- }
- }
- }
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