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