65 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Shader "DBV/Kristo/Editor/Blueprint"
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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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|         _Transparency ("Transparency", Range(0,1)) = 0.5
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|     }
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|     SubShader
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|     {
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|         Tags { "RenderType"="Opaque" }
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|         LOD 100
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|         ZWrite Off
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|         ZTest Always
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|         Blend SrcAlpha OneMinusSrcAlpha
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| 
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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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|             // make fog work
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|             #pragma multi_compile_fog
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| 
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|             #include "UnityCG.cginc"
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| 
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|             struct appdata
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|             {
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|                 float4 vertex : POSITION;
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|                 float2 uv : TEXCOORD0;
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|             };
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| 
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|             struct v2f
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|             {
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|                 float2 uv : TEXCOORD0;
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|                 UNITY_FOG_COORDS(1)
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|                 float4 vertex : SV_POSITION;
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|             };
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| 
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|             sampler2D _MainTex;
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|             float4 _MainTex_ST;
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|             float _Transparency;
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| 
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|             v2f vert (appdata v)
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|             {
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|                 v2f o;
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|                 o.vertex = UnityObjectToClipPos(v.vertex);
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|                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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|                 UNITY_TRANSFER_FOG(o,o.vertex);
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|                 return o;
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|             }
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| 
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|             fixed4 frag (v2f i) : SV_Target
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|             {
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|                 // sample the texture
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|                 fixed4 col = tex2D(_MainTex, i.uv);
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|                 // apply fog
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|                 UNITY_APPLY_FOG(i.fogCoord, col);
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|                 col.a = _Transparency;
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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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