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2021-12-21 09:40:39 +08:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "MoleGame/Efx/Archer_Reclaim"
{
Properties
{
_MainTex ("MainTex", 2D) = "white" {}
_MaskTex ("MaskTex", 2D) = "white" {}
_Color("Main Color",Color) = (1,1,1,1)
}
Category
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
Blend OneMinusDstColor One
Cull Off ZWrite Off
Fog { Mode Off }
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _MaskTex;
float4 _Color;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
return o;
}
float4 frag (v2f i) : COLOR
{
float msk = tex2D(_MaskTex, i.texcoord).r;
float col = tex2D(_MainTex, i.texcoord + float2(-0.5 + i.color.r * 1.5,0)).r;
col = pow(col * 5,1.25);
_Color = _Color * col * msk;
return float4(_Color.rgb * i.color.a,1);
}
ENDCG
}
}
}
}