Do_Project000/Assets/Reference/Destructible2D/Required/Shaders/Sprites-Default (Destructible 2D).shader
2017-04-12 01:23:07 +09:00

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Shader "Sprites/Default (Destructible 2D)"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_AlphaTex ("Alpha Tex", 2D) = "white" {}
_AlphaScale ("Alpha Scale", Vector) = (1,1,0,0)
_AlphaOffset ("Alpha Offset", Vector) = (0,0,0,0)
_Sharpness ("Sharpness", Float) = 1.0
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _AlphaTex;
float _Sharpness;
float4 _Color;
float2 _AlphaScale;
float2 _AlphaOffset;
struct a2v
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
void Vert(a2v i, out v2f o)
{
o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
o.color = i.color * _Color;
o.texcoord = i.texcoord;
#if PIXELSNAP_ON
o.vertex = UnityPixelSnap(o.vertex);
#endif
}
void Frag(v2f i, out float4 o:COLOR0)
{
float4 mainTex = tex2D(_MainTex, i.texcoord);
float4 alphaTex = tex2D(_AlphaTex, (i.texcoord - _AlphaOffset) * _AlphaScale);
o.rgba = mainTex * i.color;
o.a *= saturate(0.5f + (alphaTex.a - 0.5f) * _Sharpness);
o.rgb *= o.a;
}
ENDCG
}
}
}