// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Unlit alpha-blended shader. // - no lighting // - no lightmap support // - no per-material color // Only change from the original: added MipMap bias support Shader "Unlit/Transparent MMBias" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _MainTexMMBias("Base MipMap Bias", Float) = 0.0 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; half _MainTexMMBias; 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); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2Dbias(_MainTex, half4(i.texcoord.x, i.texcoord.y, 0.0, _MainTexMMBias)); // original: tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }