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Shader "NightImageEffect" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_NightColor ("Night Color", Color) = (1,1,1,1) | |
_Alpha ("Alpha", Range(0, 1)) = 1 | |
} | |
SubShader | |
{ | |
// No culling or depth | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
Tags | |
{ | |
"Queue"="Transparent" | |
"RenderType"="Transparent" | |
"LightMode"="ForwardBase" | |
} | |
Lighting On | |
CGPROGRAM | |
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members light) | |
#pragma exclude_renderers d3d11 | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
uniform float4 _LightColor0; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
float3 normal: NORMAL; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float4 posWorld : TEXCOORD1; | |
float light: COLOR0; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
o.posWorld = mul(unity_ObjectToWorld, v.vertex); | |
return o; | |
} | |
sampler2D _MainTex; | |
float4 _NightColor; | |
float _Alpha; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float dist = _Alpha; | |
fixed4 col = tex2D(_MainTex, i.uv); | |
float4 mult = _NightColor + (float4(1,1,1,1) * dist); | |
return col * clamp( mult, float4(0,0,0,0), float4(1,1,1,1) ); | |
} | |
ENDCG | |
} | |
} | |
} |
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