HeavenStudioPlus/Assets/Bundled/Games/FanClub/Sprites/Materials/idol_wink_circle.shader

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2022-03-27 23:05:08 +00:00
Shader "Sprites/NtrIdolCircle"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SDFThreshold ("Opacity Threshold", Float) = 0.5
_Tint ("Tint", Color) = (1,1,1,1)
_ColorOut ("Outer Colour", Color) = (1,1,1,1)
_ColorIn ("Inner Colour", Color) = (0,0,0,0)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
float4 color : COLOR;
float4 vertex : SV_POSITION;
};
fixed4 _ColorOut;
fixed4 _ColorIn;
fixed4 _Tint;
float _SDFThreshold;
v2f vert (appdata IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Tint;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture (v2f i)
{
fixed4 col;
fixed4 tex = tex2D(_MainTex, i.texcoord);
col.rgb = i.color.rgb * tex.rgb;
col.a = i.color.r * tex.r * _SDFThreshold;
return col;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 outCol;
fixed4 c = SampleSpriteTexture(i);
outCol = lerp(_ColorIn, _ColorOut, c.r);
outCol.a = i.color.r * c.r;
return outCol;
}
ENDCG
}
}
}