diff options
Diffstat (limited to 'Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_glitch.shader')
-rw-r--r-- | Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_glitch.shader | 26 |
1 files changed, 15 insertions, 11 deletions
diff --git a/Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_glitch.shader b/Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_glitch.shader index 2e2c9fa2..62f75459 100644 --- a/Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_glitch.shader +++ b/Assets/Bundle/Shaders/Unit/ImageEffect/unit_img_glitch.shader @@ -1,4 +1,4 @@ -Shader "Unlit/unit_effect_glitch"
+Shader "Erika/Unit/ImageEffect/unit_img_glitch"
{
Properties
{
@@ -6,16 +6,19 @@ }
SubShader
{
- Tags { "RenderType"="Opaque" }
- LOD 100
+ Tags { "RenderType" = "Opaque" "Queue" = "Transparent-1"} + LOD 100 + + ZWrite Off + ZTest LEqual + + Blend SrcAlpha OneMinusSrcAlpha Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
#include "UnityCG.cginc"
@@ -28,7 +31,6 @@ struct v2f
{
float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
@@ -40,17 +42,19 @@ 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
{
+ float amount = 0.01;
// sample the texture
- fixed4 col = tex2D(_MainTex, i.uv);
- // apply fog
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
+ fixed4 col = tex2D(_MainTex, i.uv + fixed2(0, 0));
+ fixed4 col2 = tex2D(_MainTex, i.uv + fixed2(amount, 0));
+ fixed4 col3 = tex2D(_MainTex, i.uv + fixed2(-amount, 0));
+ fixed4 col4 = tex2D(_MainTex, i.uv + fixed2(0, 0));
+ fixed4 color = fixed4(col.r, col2.g, col3.b, col4.a);
+ return color;
}
ENDCG
}
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