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@beinteractive
Created January 25, 2018 06:36
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Shader "Dots"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Main Color", Color) = (1, 1, 1, 1)
_Alpha ("Alpha", Float) = 1.0
[MaterialToggle] _Invert ("Invert", Float) = 0.0
}
CGINCLUDE
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _Color;
fixed _Alpha;
fixed _Invert;
float4 _MainTex_ST;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv_nonscale : TEXCOORD1;
half3 normal : NORMAL;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(unity_ObjectToWorld, float4(v.normal, 0)));
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv_nonscale = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 main = tex2D(_MainTex, i.uv);
fixed3 albedo = _Color.rgb;
fixed vertical = i.uv_nonscale.y;
if (_Invert > 0.0)
{
vertical = 1.0 - vertical;
}
fixed threshold = 1.0 - (_Alpha * 2.0 - vertical);
fixed a = main.b > threshold || main.g > threshold;
a *= _Color.a;
fixed4 col = fixed4(albedo, a);
return col;
}
ENDCG
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass
{
Lighting Off
ZWrite Off
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback "Diffuse"
}
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