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- Shader "MoleGame/Particles/Alpha" {
- Properties{
- _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex("Particle Texture", 2D) = "white" {}
- //_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- //4 equal
- [HideInInspector] _StencilComp("Stencil Comparison", Float) = 8
- //2 ui mask
- [HideInInspector] _Stencil("Stencil ID", Float) = 0
- }
- Category{
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
- Stencil{
- Ref[_Stencil]
- Comp[_StencilComp]
- }
- Blend SrcAlpha OneMinusSrcAlpha
- //ColorMask RGB
- Cull Off Lighting Off ZWrite Off
- SubShader{
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- //#pragma multi_compile_particles
- //#pragma multi_compile_fog
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _TintColor;
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- v2f vert(appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
- return col;
- }
- ENDCG
- }
- }
- }
- }
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