12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970 |
- Shader "FFALCON/TexturePointerShader"
- {
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- _DistanceInMeters("DistanceInMeters", Range(0.0, 10000.0)) = 2.0
- _ScaleValue("ScaleValue", Range(0, 999)) = 1.5
- }
- SubShader
- {
- Tags { "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- LOD 100
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One
- AlphaTest Off
- Cull Back
- Lighting Off
- ZWrite Off
- ZTest Always
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- #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;
- uniform float _DistanceInMeters;
- uniform float _ScaleValue;
- v2f vert(appdata v)
- {
- float3 vert_out = float3(v.vertex.x * _ScaleValue, v.vertex.y * _ScaleValue, _DistanceInMeters);
- v2f o;
- o.vertex = UnityObjectToClipPos(vert_out);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv);
- return col;
- }
- ENDCG
- }
- }
- }
|