97 lines
2.7 KiB
Text
97 lines
2.7 KiB
Text
Shader "UniGLTF/UniUnlit"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Main Color", COLOR) = (1,1,1,1)
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_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
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[HideInInspector] _BlendMode ("_BlendMode", Float) = 0.0
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[HideInInspector] _CullMode ("_CullMode", Float) = 2.0
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[HideInInspector] _VColBlendMode ("_VColBlendMode", Float) = 0.0
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[HideInInspector] _SrcBlend ("_SrcBlend", Float) = 1.0
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[HideInInspector] _DstBlend ("_DstBlend", Float) = 0.0
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[HideInInspector] _ZWrite ("_ZWrite", Float) = 1.0
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// VertexColor
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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Cull [_CullMode]
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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ZTest LEqual
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BlendOp Add, Max
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#pragma multi_compile _ _ALPHATEST_ON _ALPHABLEND_ON
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#pragma multi_compile _ _VERTEXCOL_MUL
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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#if defined(_VERTEXCOL_MUL)
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fixed4 color : COLOR;
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#endif
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#if defined(_VERTEXCOL_MUL)
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fixed4 color : COLOR;
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#endif
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half4 _Color;
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half _Cutoff;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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#if defined(_VERTEXCOL_MUL)
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o.color = v.color;
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#endif
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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#if defined(_VERTEXCOL_MUL)
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col *= i.color;
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#endif
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#if defined(_ALPHATEST_ON)
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clip(col.a - _Cutoff);
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#endif
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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CustomEditor "UniGLTF.UniUnlit.UniUnlitEditor"
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Fallback "Unlit/Texture"
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}
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