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- Shader "udSDK/Demo/DepthOffsetSprite"
- {
- Properties
- {
- [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
- _Color("Tint", Color) = (1,1,1,1)
- [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
- _ZOffset("Z Offset", float) = 0.0
- }
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- "PreviewType" = "Plane"
- "CanUseSpriteAtlas" = "True"
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _ PIXELSNAP_ON
- #include "UnityCG.cginc"
- fixed4 _Color;
- uniform float _ZOffset;
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- v2f vert(appdata_t IN)
- {
- v2f OUT;
-
- OUT.vertex = mul(UNITY_MATRIX_P,
- float4(UnityObjectToViewPos(IN.vertex.xyz), 1.0 + _ZOffset)
- );
-
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- #ifdef PIXELSNAP_ON
- OUT.vertex = UnityPixelSnap(OUT.vertex);
- #endif
- return OUT;
- }
- sampler2D _MainTex;
- sampler2D _AlphaTex;
- float _AlphaSplitEnabled;
- fixed4 SampleSpriteTexture(float2 uv)
- {
- fixed4 color = tex2D(_MainTex, uv);
- #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
- if (_AlphaSplitEnabled)
- color.a = tex2D(_AlphaTex, uv).r;
- #endif
- return color;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
- c.rgb *= c.a;
- return c;
- }
- ENDCG
- }
- }
- }
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