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@xdegtyarev
Created September 13, 2014 18:40
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Shader "xdegtyarev/Alpha8MaxBlended"
{
Properties
{
_MainTex ("Alpha8", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off
Lighting Off
Cull Off
Fog { Mode Off }
Blend SrcAlpha DstAlpha
BlendOp Max
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct vertDataIn
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct vertDataOut
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
vertDataOut vert(vertDataIn v)
{
vertDataOut o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(vertDataOut i) : COLOR
{
fixed4 col = half4(0,0,0,1) * tex2D(_MainTex, i.texcoord).a;
return col;
}
ENDCG
}
}
}
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