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@cfazilleau
Created April 11, 2018 18:57
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Shader "Custom/SeeThrough"
{
Properties
{
[HideInInspector]
_MainTex ("Sprite Texture", 2D) = "white" {}
_GhostColor ("See-through Color", Color) = (0.2, 0.2, 0.2, 1)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"PreviewType"="Plane"
}
Cull Off
Blend One OneMinusSrcAlpha
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _GhostColor;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
#pragma vertex vert
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
ENDCG
Pass
{
CGPROGRAM
#pragma fragment frag
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
ZTest Greater
ZWrite Off
Pass
{
CGPROGRAM
#pragma fragment frag
fixed4 frag(v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord);
return _GhostColor * _GhostColor.a * color.a;
}
ENDCG
}
}
}
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