59 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// clang-format off
 | 
						|
Shader "Unlit/OverwriteAlpha"
 | 
						|
{
 | 
						|
    Properties
 | 
						|
    {
 | 
						|
      _Alpha("Alpha", Range (0.0, 1.0)) = 0.0
 | 
						|
    }
 | 
						|
    SubShader
 | 
						|
    {
 | 
						|
        Tags { "RenderType"="Opaque" }
 | 
						|
        LOD 100
 | 
						|
        Cull Off
 | 
						|
        ZTest Always
 | 
						|
        ZWrite Off
 | 
						|
        // we want to keep the color buffer as is, but override the alpha
 | 
						|
        Blend Zero One, One Zero 
 | 
						|
 | 
						|
        Pass
 | 
						|
        {
 | 
						|
            CGPROGRAM
 | 
						|
            #pragma vertex vert
 | 
						|
            #pragma fragment frag
 | 
						|
            // make fog work
 | 
						|
            #pragma multi_compile_fog
 | 
						|
 | 
						|
            #include "UnityCG.cginc"
 | 
						|
 | 
						|
            struct appdata
 | 
						|
            {
 | 
						|
                float4 vertex : POSITION;
 | 
						|
            };
 | 
						|
 | 
						|
            struct v2f
 | 
						|
            {
 | 
						|
                UNITY_FOG_COORDS(1)
 | 
						|
                float4 vertex : SV_POSITION;
 | 
						|
            };
 | 
						|
 | 
						|
            v2f vert (appdata v)
 | 
						|
            {
 | 
						|
                v2f o;
 | 
						|
                o.vertex = UnityObjectToClipPos(v.vertex);
 | 
						|
                // Push the z to the far plane
 | 
						|
                //o.vertex.z = 1.0 - UNITY_NEAR_CLIP_VALUE;
 | 
						|
                return o;
 | 
						|
            }
 | 
						|
 | 
						|
            float _Alpha;
 | 
						|
 | 
						|
            fixed4 frag (v2f i) : SV_Target
 | 
						|
            {
 | 
						|
                // apply fog
 | 
						|
                return float4(0,0,0, _Alpha);
 | 
						|
            }
 | 
						|
            ENDCG
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |