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Shader "Sprites/Blended Unlit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
_ZWrite ("Depth Write", Float) = 0.0
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 100
Pass
{
Blend [_SrcBlend] [_DstBlend]
Lighting Off
ZWrite [_ZWrite]
ZTest LEqual
Cull [_Cull]
Lighting Off
CGPROGRAM
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _TEXTURE_BLEND
#pragma shader_feature _COLOR_ADJUST
#pragma shader_feature _FOG
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/SpriteUnlit.cginc"
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/SpriteShadows.cginc"
ENDCG
}
}
CustomEditor "SpriteShaderGUI"
}
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