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- Shader "Enviro3/Lightning" {
- Properties {
- _MainTex ("Texture", 2D) = "white" {}
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _Intensity("Brightness", float) = 250
- }
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
- Blend One One
- 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
- #pragma exclude_renderers gles
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _TintColor;
-
- float _Intensity;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- float4 _MainTex_ST;
-
- v2f vert (appdata_t v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
-
- half4 col = tex2D(_MainTex, i.texcoord) * _TintColor;
- col.rgb *= _Intensity;
- col.rgb *= col.a;
- return col;
- }
- ENDCG
- }
- }
- }
- }
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