Bulk modifications across the Game Kit Controller package: updated materials and shader, adjusted particle prefabs, and numerous prefab updates for Character Customization, Inventory, Map System, Locked Camera System, Probuilder export objects, Gravity, Health, Mission System and other scene elements. These changes appear to be a large asset rework/reimport or parameter/reference updates to keep prefabs and materials in sync.
63 lines
1.0 KiB
Plaintext
63 lines
1.0 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/additive" {
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Properties {
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_MainTex ("Base", 2D) = "white" {}
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_TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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half4 _MainTex_ST;
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struct v2f {
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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fixed4 vertexColor : COLOR;
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};
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v2f vert(appdata_full v) {
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.vertexColor = v.color * _TintColor;
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return o;
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}
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fixed4 frag( v2f i ) : COLOR {
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return tex2D (_MainTex, i.uv.xy) * i.vertexColor;
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}
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ENDCG
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SubShader {
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off }
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Blend One One
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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ENDCG
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}
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}
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FallBack Off
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}
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