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Shader "Unlit/Colored Transparent" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_SecondTex ("Second (RGB) Trans (A)", 2D) = "white" {}
_ThirdTex ("Third (RGB) Trans (A)", 2D) = "white" {}
_FourthTex ("Fourth (RGB) Trans (A)", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass { // SINGLE LINE
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_Position;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color * _Color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float4 l1 = tex2D( _MainTex, i.texcoord);
float clipAlpha = tex2D( _GUIClipTexture, i.clipUV ).a;
l1.rgb *= i.color.rgb;
l1.a *= clipAlpha;
return l1;
}
ENDCG
}
Pass { // MULTI LINE
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_Position;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _SecondTex;
float4 _SecondTex_ST;
sampler2D _ThirdTex;
float4 _ThirdTex_ST;
sampler2D _FourthTex;
float4 _FourthTex_ST;
float4 _Color;
uniform float4x4 unity_GUIClipTextureMatrix;
sampler2D _GUIClipTexture;
float _InvertedZoom;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color * _Color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 eyePos = UnityObjectToViewPos( v.vertex );
o.clipUV = mul( unity_GUIClipTextureMatrix, float4( eyePos.xy, 0, 1.0 ) );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
float4 l1 = tex2D( _MainTex, i.texcoord);
float clipAlpha = tex2D( _GUIClipTexture, i.clipUV ).a;
l1.rgb *= i.color.rgb;
l1.a *= clipAlpha;
float4 l2 = tex2D( _SecondTex, i.texcoord);
float4 l3 = tex2D( _ThirdTex, i.texcoord);
float4 l4 = tex2D( _FourthTex, i.texcoord);
float2 coords2 = i.texcoord;
coords2.y *= 2;
float4 m2 = tex2D( _MainTex, coords2 );
m2 = pow( m2, 0.9 );
float2 coords3 = i.texcoord;
coords3.y *= 3;
float4 m3 = tex2D( _MainTex, coords3 );
m3 = pow( m3, 0.8 );
float2 coords4 = i.texcoord;
coords4.y *= 4;
float4 m4 = tex2D( _MainTex, coords4 );
m4 = pow( m4, 0.7 );
l2.rgb *= i.color.rgb;
l3.rgb *= i.color.rgb;
l4.rgb *= i.color.rgb;
m2.rgb *= i.color.rgb;
m3.rgb *= i.color.rgb;
m4.rgb *= i.color.rgb;
l2.a *= clipAlpha;
l3.a *= clipAlpha;
l4.a *= clipAlpha;
m2.a *= clipAlpha;
m3.a *= clipAlpha;
m4.a *= clipAlpha;
float zoomLerp = saturate( ( ( _InvertedZoom ) * 2 ) - 0.0 );
if ( i.color.a >= 1 )
return lerp( l4, m4, zoomLerp );
else if ( i.color.a >= 0.75 )
return lerp( l3, m3, zoomLerp );
else if ( i.color.a >= 0.5 )
return lerp( l2, m2, zoomLerp );
else
return l1;
}
ENDCG
}
}
}