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- Shader "CompassNavigatorPro/Beacon"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Color ("Main Color", Color) = (1,1,1,1)
- _EmissionMap("Emission Map", 2D) = "black" {}
- _EmmisionColor("Emission Color", Color) = (1,1,1,1)
- _Intensity("Intensity", Float) = 1
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" "Queue"="Transparent" }
- LOD 100
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- 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
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- float2 uvEmission : TEXCOORD1;
- UNITY_FOG_COORDS(2)
- };
- sampler2D _MainTex, _EmissionMap;
- float4 _MainTex_ST, _EmissionMap_ST;
- fixed4 _Color, _EmissionColor;
- fixed _Intensity;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.uvEmission = TRANSFORM_TEX(v.uv, _EmissionMap);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv) * _Color;
- fixed4 emi = tex2D(_EmissionMap, i.uvEmission) * _EmissionColor;
- col += emi;
- col.a *= _Color.a;
- col *= _Intensity;
- // apply fog
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
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