EnviroLightning.shader 1.4 KB

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  1. Shader "Enviro3/Lightning" {
  2. Properties {
  3. _MainTex ("Texture", 2D) = "white" {}
  4. _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
  5. _Intensity("Brightness", float) = 250
  6. }
  7. Category {
  8. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
  9. Blend One One
  10. ColorMask RGB
  11. Cull Off Lighting Off ZWrite Off
  12. SubShader {
  13. Pass {
  14. CGPROGRAM
  15. #pragma vertex vert
  16. #pragma fragment frag
  17. #pragma target 2.0
  18. #pragma multi_compile_particles
  19. #pragma multi_compile_fog
  20. #pragma exclude_renderers gles
  21. #include "UnityCG.cginc"
  22. sampler2D _MainTex;
  23. float4 _TintColor;
  24. float _Intensity;
  25. struct appdata_t
  26. {
  27. float4 vertex : POSITION;
  28. float2 texcoord : TEXCOORD0;
  29. UNITY_VERTEX_INPUT_INSTANCE_ID
  30. };
  31. struct v2f {
  32. float4 vertex : SV_POSITION;
  33. float2 texcoord : TEXCOORD0;
  34. UNITY_VERTEX_OUTPUT_STEREO
  35. };
  36. float4 _MainTex_ST;
  37. v2f vert (appdata_t v)
  38. {
  39. v2f o;
  40. UNITY_SETUP_INSTANCE_ID(v);
  41. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  42. o.vertex = UnityObjectToClipPos(v.vertex);
  43. o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
  44. return o;
  45. }
  46. fixed4 frag (v2f i) : SV_Target
  47. {
  48. half4 col = tex2D(_MainTex, i.texcoord) * _TintColor;
  49. col.rgb *= _Intensity;
  50. col.rgb *= col.a;
  51. return col;
  52. }
  53. ENDCG
  54. }
  55. }
  56. }
  57. }