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- Shader "Unlit/unlit"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" }
- LOD 100
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag alpha
- // make fog work
- #pragma multi_compile_fog
- #pragma enable_d3d11_debug_symbols
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 worldPos : TEXCOORD1;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- };
- struct q {
- float4 c;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.worldPos = mul(unity_ObjectToWorld, v.vertex);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv);
- col.a = 0.0;
- // apply fog
- UNITY_APPLY_FOG(i.fogCoord, col);
- if (i.worldPos.y > 1.0) {
- col.a = 1.0;
- }
- else {
- col.a = i.worldPos.y;
- }
- return col;
- }
- ENDCG
- }
- }
- }
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