UnlitCursor.shader 3.0 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061
  1. // Shader created with Shader Forge v1.38
  2. // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
  3. // Note: Manually altering this data may prevent you from opening it in Shader Forge
  4. /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:Unlit/Transparent Cutout,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:0,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:50,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:True,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:3138,x:32890,y:32696,varname:node_3138,prsc:2|emission-4228-RGB,alpha-4228-A;n:type:ShaderForge.SFN_Tex2d,id:4228,x:32514,y:32832,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_4228,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;proporder:4228;pass:END;sub:END;*/
  5. Shader "Unlit/Transparent Cursor" {
  6. Properties {
  7. _MainTex ("MainTex", 2D) = "white" {}
  8. [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  9. }
  10. SubShader {
  11. Tags {
  12. "IgnoreProjector"="True"
  13. "Queue"="Transparent+50"
  14. "RenderType"="Transparent"
  15. }
  16. Pass {
  17. Name "FORWARD"
  18. Tags {
  19. "LightMode"="ForwardBase"
  20. }
  21. Blend SrcAlpha OneMinusSrcAlpha
  22. ZWrite Off
  23. CGPROGRAM
  24. #pragma vertex vert
  25. #pragma fragment frag
  26. #define UNITY_PASS_FORWARDBASE
  27. #include "UnityCG.cginc"
  28. #pragma multi_compile_fwdbase
  29. #pragma only_renderers d3d9 d3d11 glcore gles
  30. #pragma target 3.0
  31. uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
  32. struct VertexInput {
  33. float4 vertex : POSITION;
  34. float2 texcoord0 : TEXCOORD0;
  35. };
  36. struct VertexOutput {
  37. float4 pos : SV_POSITION;
  38. float2 uv0 : TEXCOORD0;
  39. };
  40. VertexOutput vert (VertexInput v) {
  41. VertexOutput o = (VertexOutput)0;
  42. o.uv0 = v.texcoord0;
  43. o.pos = UnityObjectToClipPos( v.vertex );
  44. return o;
  45. }
  46. float4 frag(VertexOutput i) : COLOR {
  47. ////// Lighting:
  48. ////// Emissive:
  49. float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
  50. float3 emissive = _MainTex_var.rgb;
  51. float3 finalColor = emissive;
  52. return fixed4(finalColor,_MainTex_var.a);
  53. }
  54. ENDCG
  55. }
  56. }
  57. FallBack "Unlit/Transparent Cutout"
  58. //CustomEditor "ShaderForgeMaterialInspector"
  59. }