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Shader "BlendOp" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp("Blend Operation", Float) = 0.0 | |
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Float) = 1.0 | |
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Float) = 1.0 | |
} | |
SubShader | |
{ | |
Tags { "Queue" = "Transparent" "RenderType"="Transparent" } | |
LOD 100 | |
Pass | |
{ | |
BlendOp[_BlendOp] | |
Blend[_SrcBlend][_DstBlend] | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv); | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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