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- // Unlit alpha-blended shader.
- // - no lighting
- // - no lightmap support
- // - supports tint color
-
- Shader "Unlit/Crosshair" {
-
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- _Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Cull Off
- Lighting Off
- ZTest Always
- ZWrite Off
- Fog { Mode Off }
- Offset -1, -1
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- fixed4 color : COLOR;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- half2 texcoord : TEXCOORD0;
- fixed4 color : COLOR;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.color = v.color;
- return o;
- }
-
- fixed4 frag (v2f i) : COLOR
- {
- fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color * 2.0;
- return col;
- }
- ENDCG
- }
- }
-
-
- }
-
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