2023-05-08 15:56:10 +03:00

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Shader "UI/Prerendered Opaque"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"}
Blend One Zero, Zero Zero
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ WITH_CLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert(appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
#if !WITH_CLIP
if (_Color.x == 0 && _Color.y == 0 && _Color.z == 0)
{
return _Color;
}
#endif
fixed4 col = tex2D(_MainTex, i.texcoord);
col *= _Color;
#if WITH_CLIP
clip(col.a - 0.5);
#endif
return col;
}
ENDCG
}
}
}