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Premultiplied alpha shader drawing a texture
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Shader "Unlit/TexturePremul" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
Pass { | |
Blend One OneMinusSrcAlpha // premultiplied alpha | |
ZWrite Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
struct MeshData { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct Interpolators { | |
float4 vertex : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
Interpolators vert (MeshData v) { | |
Interpolators o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
float4 frag( Interpolators i ) : SV_Target { | |
return tex2D( _MainTex, i.uv ); | |
} | |
ENDCG | |
} | |
} | |
} |
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