Shader "FX/Flare" {
Properties {
_MainTex ("Particle Texture", 2D) = "black" {}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Cull Off Lighting Off ZWrite Off Ztest Always Fog { Mode Off }
Blend One One
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col;
fixed4 tex = tex2D(_MainTex, i.texcoord);
col.rgb = i.color.rgb * tex.rgb;
col.a = tex.a;
return col;
}
ENDCG
}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Cull Off Lighting Off ZWrite Off Ztest Always Fog { Mode Off }
Blend One One
Color (1,1,1,1)
Pass {
SetTexture [_MainTex] { combine texture * primary, texture }
}
}
}
最終更新:2013年02月02日 14:00