Net.Like.Xue.Tokyo/Assets/Plugins/RapidIcon/Shaders/ImgShader.shader

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Shader "RapidIcon/ImgShader"
{
Properties
{
_MainTex("Tex", 2D) = "white" {}
_UseDepthTexture("UseDepthTexture", int) = 0
}
SubShader
{
Tags { "Queue" = "Transparent" "PreviewType" = "Plane" }
//LOD 100
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _LastCameraDepthTexture;
int _UseDepthTexture;
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag(v2f i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv);
if (col.a > 0 && col.a < 1)
{
col.r /= col.a;
col.g /= col.a;
col.b /= col.a;
}
float depth = tex2D(_LastCameraDepthTexture, i.uv).r;
depth = Linear01Depth(depth);
depth = 1-depth;
if(depth > 0.01)
depth = 1;
if(_UseDepthTexture == 1)
{
col.a*=depth;
}
return col;
}
ENDCG
}
}
}