BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/BillboardTool/BillboardCreatorAtlas.shader

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2023-12-30 17:37:48 +08:00
Shader "Griffin/~Internal/Billboard Creator/Atlas"
{
Properties
{
_Color ("_Color", Color) = (1,1,1,1)
_MainTex ("_Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="AlphaTest+0"}
LOD 100
Pass
{
//Blend SrcAlpha OneMinusSrcAlpha
Cull Off
//ZWrite Off
//ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv)*_Color;
clip(col.a-0.5);
return col;
}
ENDCG
}
}
}