ZK_Framework/Assets/UniStorm 3.0/Shaders/UniStorm Moon.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "UniStorm/Moon" {
Properties {
_MoonColor ("Moon Color", Color) = (0.5,0.5,0.5,0.5)
_MoonBrightness ("Moon Brightness", Range(0.25,0.75)) = 0.7
_MainTex ("Moon Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {
Tags { "Queue"="Transparent-400" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Front
Lighting Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _MoonColor;
float _MoonBrightness;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = 2.0 * i.color * (_MoonColor) * tex2D(_MainTex, i.texcoord) * _MoonBrightness;
return col;
}
ENDCG
}
}
}
}