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-rw-r--r--Assets/Art/Shaders/Shader_GhostEffect.shader69
1 files changed, 69 insertions, 0 deletions
diff --git a/Assets/Art/Shaders/Shader_GhostEffect.shader b/Assets/Art/Shaders/Shader_GhostEffect.shader
new file mode 100644
index 00000000..432ae27b
--- /dev/null
+++ b/Assets/Art/Shaders/Shader_GhostEffect.shader
@@ -0,0 +1,69 @@
+Shader "Erika/Character/Shader_GhostEffect"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ _Cutoff("Cutoff", Float) = 0.5
+ [HDR]_GlowColor ("GlowColor", Color) = (1,1,1,1)
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" "Queue" = "Geometry+1"}
+ LOD 100
+
+ Pass
+ {
+ ZWrite Off
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ // make fog work
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ UNITY_FOG_COORDS(1)
+ float4 vertex : SV_POSITION;
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+
+ float _Cutoff;
+
+ float4 _GlowColor;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ UNITY_TRANSFER_FOG(o,o.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ // sample the texture
+ fixed4 col = tex2D(_MainTex, i.uv);
+ if(col.a <= _Cutoff)
+ discard;
+ //// apply fog
+ //UNITY_APPLY_FOG(i.fogCoord, col);
+ //return col;
+ return _GlowColor;
+ }
+ ENDCG
+ }
+ }
+}