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@sotanmochi
Created June 12, 2020 13:26
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Shader "Unlit/TextureMultiplyBlending"
{
Properties
{
_BaseTex ("BaseTexture (RGBA)", 2D) = "white" {}
_MainTex ("MainTexture (RGBA)", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#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 _BaseTex;
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
{
// sample the texture
fixed4 baseColor = tex2D(_BaseTex, i.uv);
fixed4 mainColor = tex2D(_MainTex, i.uv);
fixed4 color = baseColor * mainColor;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, color);
return color;
}
ENDCG
}
}
}
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