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Shader "Tutorial/006_Basic_Transparency"{
Properties{
_Color ("Tint", Color) = (0, 0, 0, 1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader{
Tags{ "RenderType"="Transparent" "Queue"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite off
Pass{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata v){
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_TARGET{
fixed4 col = tex2D(_MainTex, i.uv);
col *= _Color;
return col;
}
ENDCG
}
}
}