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