80 lines
1.3 KiB
Plaintext
80 lines
1.3 KiB
Plaintext
|
// Unlit alpha-blended shader.
|
||
|
// - no lighting
|
||
|
// - no lightmap support
|
||
|
// - supports tint color
|
||
|
|
||
|
Shader "Unlit/Crosshair" {
|
||
|
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
|
||
|
_Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
|
||
|
}
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
LOD 100
|
||
|
|
||
|
Tags
|
||
|
{
|
||
|
"Queue" = "Transparent"
|
||
|
"IgnoreProjector" = "True"
|
||
|
"RenderType" = "Transparent"
|
||
|
}
|
||
|
|
||
|
Cull Off
|
||
|
Lighting Off
|
||
|
ZTest Always
|
||
|
ZWrite Off
|
||
|
Fog { Mode Off }
|
||
|
Offset -1, -1
|
||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
struct appdata_t
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float2 texcoord : TEXCOORD0;
|
||
|
fixed4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float4 vertex : SV_POSITION;
|
||
|
half2 texcoord : TEXCOORD0;
|
||
|
fixed4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
float4 _MainTex_ST;
|
||
|
fixed4 _Color;
|
||
|
|
||
|
v2f vert (appdata_t v)
|
||
|
{
|
||
|
v2f o;
|
||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||
|
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||
|
o.color = v.color;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
fixed4 frag (v2f i) : COLOR
|
||
|
{
|
||
|
fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color * 2.0;
|
||
|
return col;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|