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Copy pathBlendOpDarken.shader
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67 lines (53 loc) · 1.17 KB
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Shader "Custom/BlendOpDarken"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
BlendOp Min
Blend One One
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex ComputeVertex
#pragma fragment ComputeFragment
sampler2D _MainTex;
fixed4 _Color;
struct VertexInput
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct VertexOutput
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
VertexOutput ComputeVertex (VertexInput vertexInput)
{
VertexOutput vertexOutput;
vertexOutput.vertex = mul(UNITY_MATRIX_MVP, vertexInput.vertex);
vertexOutput.texcoord = vertexInput.texcoord;
vertexOutput.color = vertexInput.color * _Color;
return vertexOutput;
}
fixed4 ComputeFragment (VertexOutput vertexOutput) : SV_Target
{
return tex2D(_MainTex, vertexOutput.texcoord) * vertexOutput.color;
}
ENDCG
}
}
Fallback "UI/Default"
}