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

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Shader "Custom/URP_Additive"
{
Properties
{
_MainTex ("Base", 2D) = "white" {}
_TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One One
Pass
{
Name "FORWARD"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
float fogFactor : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
float4 _TintColor;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
OUT.color = IN.color * _TintColor;
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
float4 col = tex * IN.color;
col.rgb = MixFog(col.rgb, IN.fogFactor);
return col;
}
ENDHLSL
}
}
FallBack Off
}