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- Shader "Custom/Test"
- {
- Properties
- {
- _MainTex ("Albedo Texture", 2D) = "white" {}
- _TintColor("Tint Color", Color) = (1,1,1,1)
- _Transparency("Transparency", Range(0.0,1)) = 1
- _Height("Height", Range(0,100)) = 1
- }
- SubShader
- {
- Tags {"Queue"="Transparent" "RenderType"="Transparent" }
- LOD 100
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _TintColor;
- float _Transparency;
- float _Height;
- 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 {
- fixed4 col = tex2D(_MainTex, i.uv) * _TintColor;
- if(i.vertex.y<_Height){
- float y = i.vertex.y;
- col.a = 1-_Transparency*(_Height-y);
- }
- return col;
- }
- ENDCG
- }
- }
- }
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