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FueraDeEscala/Assets/Game Kit Controller/Shaders/laserShader.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/laserShader" {
Properties {
_MainTex ("Base", 2D) = "white" {}
_TintColor ("TintColor", Color) = (0.5, 0.5, 0.5, 0.5)
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert(appdata_full v) {
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv.xy = v.texcoord.xy;
return o;
}
fixed4 frag( v2f i ) : COLOR {
return tex2D (_MainTex, i.uv.xy) * _TintColor;
}
ENDCG
SubShader {
Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha One
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}