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- Shader "Custom/ColorBlender"
- {
- Properties {
- [HDR] _Color("Color", Color) = (1,1,1,1)
- [Enum(UnityEngine.Rendering.CullMode)] _Culling ("Cull Mode", Int) = 2
- [Enum(Off,0,On,1)] _ZWrite("ZWrite", Int) = 1
- [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4
- [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 2
- [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 2
- }
- SubShader
- {
- Tags { "Queue" = "Overlay" }
- Pass
- {
- Cull [_Culling]
- Offset [_Offset], [_Offset]
- ZWrite [_ZWrite]
- ZTest [_ZTest]
- Blend [_BlendSrc] [_BlendDst]
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float4 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = ComputeGrabScreenPos(o.vertex);
- return o;
- }
- fixed4 _Color;
- fixed4 frag (v2f i) : SV_Target
- {
- return _Color;
- }
- ENDCG
- }
- }
- }
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