forked from cgvr/DeltaVR
deltavr multiplayer 2.0
This commit is contained in:
@@ -0,0 +1,58 @@
|
||||
// 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
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user