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@sangress
Created February 20, 2020 10:33
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Shader "Unlit/WorldMapHighlight"
{
Properties{
_Color ("Tint", Color) = (0, 0, 0, 1)
_FullColor ("Full Color", Color) = (0, 0, 0, 1)
_MainTex ("Texture", 2D) = "white" {}
// _HighlightUV ("highlightUV", Vector) = (0, 0, 0, 1)
_HighlightUV ("Highlight", Color) = (0, 0, 0, 1)
}
SubShader{
Tags{
"RenderType"="Transparent"
"Queue"="Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite off
Cull off
Pass{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed4 _HighlightUV;
fixed4 _FullColor;
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
};
v2f vert(appdata v){
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag(v2f i) : SV_TARGET{
fixed4 col = tex2D(_MainTex, i.uv);
if (_HighlightUV.r == col.r && _HighlightUV.g == col.g && _HighlightUV.b == col.b) {
col *= _HighlightUV;
} else {
col *= _Color;
}
col *= i.color;
return col;
}
ENDCG
}
}
}
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