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-rw-r--r--Assets/LensFlare/LensFlareAdditive.shader66
1 files changed, 66 insertions, 0 deletions
diff --git a/Assets/LensFlare/LensFlareAdditive.shader b/Assets/LensFlare/LensFlareAdditive.shader
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+++ b/Assets/LensFlare/LensFlareAdditive.shader
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+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Flares/Textured Flare Shader"
+{
+ Properties
+ {
+ _MainTex ( "Texture", 2D ) = "white" {}
+ }
+
+ SubShader
+ {
+ Tags { "Queue"="Transparent+100" "IgnoreProjector"="True" "RenderType"="Transparent" }
+
+ Pass
+ {
+ ZWrite Off
+ ZTest Always
+ Blend One One
+
+ CGPROGRAM
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+
+ #define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+
+ struct VertInput
+ {
+ half4 vertex : POSITION;
+ half2 texcoord : TEXCOORD0;
+ fixed4 color : COLOR;
+ };
+
+ struct Verts
+ {
+ half4 pos : SV_POSITION;
+ half2 uv : TEXCOORD0;
+ fixed4 _color : COLOR;
+ };
+
+ Verts vert ( VertInput vert )
+ {
+ Verts v;
+
+ v._color = vert.color*(vert.color.a*3);
+ v.pos = UnityObjectToClipPos ( vert.vertex );
+ v.uv = TRANSFORM_TEX(vert.texcoord, _MainTex);
+
+ return v;
+ }
+
+ fixed4 frag ( Verts v ):COLOR
+ {
+ return tex2D ( _MainTex, v.uv ) * v._color;
+ }
+
+ ENDCG
+ }
+ }
+}
+
+