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MaiDXR/Assets/LIV/Resources/Shaders/LIV_CombineAlpha.shader
2022-08-19 23:02:51 +02:00

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Shader "Hidden/LIV_CombineAlpha"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
}
SubShader
{
Tags { "Queue" = "Overlay" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"}
Pass
{
Name "COMBINE_ALPHA"
Blend One OneMinusSrcAlpha
Ztest Always
Zwrite Off
Cull Off
ColorMask[_LivColorMask]
Fog{ Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv).a;
}
ENDCG
}
}
}