66 lines
1.3 KiB
Plaintext
66 lines
1.3 KiB
Plaintext
Shader "UI/Prerendered"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Blend One OneMinusSrcAlpha, Zero Zero
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Cull Off
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ ALPHA_SQUARED
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert(appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 col = tex2D(_MainTex, i.texcoord);
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#if ALPHA_SQUARED
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// prerended UI will have a = Alpha * SrcAlpha, so we need to sqrt
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// to get the original alpha value
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col.a = sqrt(col.a);
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#endif
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// It should be noted that with Gamma lighting on PC,
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// the blend will result in not correct colors of transparent
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// portions of the overlay
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col *= _Color;
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return col;
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}
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ENDCG
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}
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}
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}
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