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

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Shader "UI/Prerendered"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Blend One OneMinusSrcAlpha, Zero Zero
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ ALPHA_SQUARED
#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 {
fixed4 col = tex2D(_MainTex, i.texcoord);
#if ALPHA_SQUARED
// prerended UI will have a = Alpha * SrcAlpha, so we need to sqrt
// to get the original alpha value
col.a = sqrt(col.a);
#endif
// It should be noted that with Gamma lighting on PC,
// the blend will result in not correct colors of transparent
// portions of the overlay
col *= _Color;
return col;
}
ENDCG
}
}
}