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- Shader "Unlit/TextureGlow"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Color ("Color", Color) = (0.0, 0.0, 0.0, 0.0)
- _Glow ("Glow", Range (0.0, 1.0)) = 0.5
- }
- SubShader
- {
- Tags { "Queue" = "Transparent" }
- Blend SrcAlpha OneMinusSrcAlpha ZWrite On
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- // Needed for TRANSFORM_TEX
- float4 _MainTex_ST;
- fixed4 _Color;
- float _Glow;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv);
- // blend color
- col = (col * (1.0 - _Glow) + _Color * _Glow);
- col.a = _Color.a;
- return col;
- }
- ENDCG
- }
- }
- }
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