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- Shader "Unlit/DangerOverlay"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Color ("Color", Color) = (1,1,1,1)
- _Stencil("Stencil ID", Float) = 0
- _SpecularAmount("Specular Amount", Float) = 1
- _AmbientAmount("Ambient Amount", Float) = .4
- }
- SubShader
- {
- Tags {
- "RenderType"="Transparent"
- "Queue"="Transparent"
- "LightMode"="ForwardBase"
- }
- LOD 100
- Pass
- {
- Stencil {
- Ref [_Stencil]
- Comp Always
- Pass Replace
- ZFail Replace
- }
- Cull Back
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "UnityLightingCommon.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float3 normal : NORMAL;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float4 diff : COLOR0;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _Color;
- float _SpecularAmount;
- float _AmbientAmount;
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- half3 worldNormal = UnityObjectToWorldNormal(v.normal);
- half nl = max(0, dot(worldNormal * 2, _WorldSpaceLightPos0.xyz));
- o.diff = nl * nl * _LightColor0;
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv) * _Color * 1.25 * i.diff + _Color * _AmbientAmount;
- col.a = _Color.a;
- return col;
- }
- ENDCG
- }
- Pass
- {
- Stencil {
- Ref [_Stencil]
- Comp NotEqual
- }
- Cull Front
- Blend SrcAlpha OneMinusSrcAlpha
- ZTest Always
- 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 _Color;
- 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) * _Color;
- col.a *= .35;
- return col;
- }
- ENDCG
- }
- }
- }
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