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

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//clang-format off
Shader "Unlit/PassthroughShadow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Alpha("Alpha", Float) = 0.5
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
Pass
{
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha, One One
BlendOp Add, Max
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Alpha;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = 1.0 - tex2D(_MainTex, i.uv);
return float4(0, 0, 0, (1.0f - col.x * col.x * col.x * col.x) * _Alpha);
}
ENDCG
}
}
}