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- Shader "shader_flare"
- {
- Properties
- {
- _TextureSample0("Texture Sample 0", 2D) = "white" {}
- _Opacity("Opacity", Float) = 1
- _Emission("Emission", Float) = 1
- _Color("Color", Color) = (1,1,1,0)
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
- Cull Back
- CGPROGRAM
- #pragma target 3.0
- #pragma surface surf Standard alpha:fade keepalpha noshadow
- struct Input
- {
- float2 uv_texcoord;
- };
- uniform float4 _Color;
- uniform sampler2D _TextureSample0;
- uniform float4 _TextureSample0_ST;
- uniform float _Emission;
- uniform float _Opacity;
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
- float4 tex2DNode1 = tex2D( _TextureSample0, uv_TextureSample0 );
- o.Emission = ( ( _Color * tex2DNode1 ) * _Emission ).rgb;
- o.Alpha = ( tex2DNode1.a * _Opacity );
- }
- ENDCG
- }
- CustomEditor "ASEMaterialInspector"
- }
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