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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/GlowConeTap" {
- Properties {
- _Color ("Color", color) = (1,1,1,0)
- _MainTex ("", 2D) = "white" {}
- }
- Category {
- ZTest Always Cull Off ZWrite Off Fog { Mode Off }
- Subshader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : POSITION;
- half4 uv[2] : TEXCOORD0;
- };
- float4 _MainTex_TexelSize;
- float4 _BlurOffsets;
- v2f vert (appdata_img v)
- {
- v2f o;
- float offX = _MainTex_TexelSize.x * _BlurOffsets.x;
- float offY = _MainTex_TexelSize.y * _BlurOffsets.y;
- o.pos = UnityObjectToClipPos (v.vertex);
- float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord.xy-float2(offX, offY));
-
- o.uv[0].xy = uv + float2( offX, offY);
- o.uv[0].zw = uv + float2(-offX, offY);
- o.uv[1].xy = uv + float2( offX,-offY);
- o.uv[1].zw = uv + float2(-offX,-offY);
- return o;
- }
-
- sampler2D _MainTex;
- fixed4 _Color;
- fixed4 frag( v2f i ) : COLOR
- {
- fixed4 c;
- c = tex2D( _MainTex, i.uv[0].xy );
- c += tex2D( _MainTex, i.uv[0].zw );
- c += tex2D( _MainTex, i.uv[1].xy );
- c += tex2D( _MainTex, i.uv[1].zw );
- c.rgb *= _Color.rgb;
- return c * _Color.a;
- }
- ENDCG
- }
- }
- Subshader {
- Pass {
- SetTexture [_MainTex] {constantColor [_Color] combine texture * constant alpha}
- SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous}
- SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous}
- SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous}
- }
- }
- }
- Fallback off
- }
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