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@Azzizi
Created January 11, 2014 00:44
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Low-effort shader for Unity that tints each color channel of a texture with a set color. I used this for tintable, multi-color engine flares on starships and similar effects.
Shader "Custom/EngineFlare"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color1 ("Color 1", Color) = (1,1,1,1)
_Color2 ("Color 2", Color) = (1,1,1,1)
_Color3 ("Color 3", Color) = (1,1,1,1)
_Intensity ("Intensity", Range(0.0, 2.0)) = 1.0
}
SubShader
{
Tags {"Queue" = "Transparent" }
Cull Off Lighting Off ZWrite Off
Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color1;
float4 _Color2;
float4 _Color3;
float _Intensity;
sampler2D _MainTex;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
half4 frag (v2f i) : COLOR
{
half4 texcol = tex2D (_MainTex, i.uv);
return (texcol.r * _Color1 + texcol.g * _Color2 + texcol.b * _Color3) * _Intensity;
}
ENDCG
}
}
FallBack "Unlit"
}
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