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- Shader "Hidden/TriLib/ApplyTransparency"
- {
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- sampler2D _TransparencyTexture;
- sampler2D _DiffuseTexture;
- int _HasTransparencyTexture;
- int _HasDiffuseTexture;
- float4 frag(v2f i) : SV_Target
- {
- float4 diffuse = _HasDiffuseTexture ? tex2D(_DiffuseTexture, i.uv) : float4(1.0,1.0,1.0,1.0);
- float alpha = _HasTransparencyTexture ? tex2D(_TransparencyTexture, i.uv).x : diffuse.w;
- return float4(diffuse.xyz, alpha);
- }
- ENDCG
- }
- }
- }
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