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path: root/Assets/Art/Shaders/Shader_GhostEffect.shader
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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
        }
    }
}