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-rw-r--r--SurvivalTest/Assets/Resources/Shader/custom_project.shader71
1 files changed, 71 insertions, 0 deletions
diff --git a/SurvivalTest/Assets/Resources/Shader/custom_project.shader b/SurvivalTest/Assets/Resources/Shader/custom_project.shader
new file mode 100644
index 0000000..857510f
--- /dev/null
+++ b/SurvivalTest/Assets/Resources/Shader/custom_project.shader
@@ -0,0 +1,71 @@
+Shader "Unlit/custom_project"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 100
+
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ 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)
+ fixed4 color: TEXCOORD2;
+ float4 vertex : SV_POSITION;
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+
+ fixed _IsSceneView;
+
+ fixed4 _Color;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+#ifndef SCENE_VIEW
+ // o.vertex.y *= 1.414;
+#endif
+ if(_IsSceneView == 0){
+ o.vertex.y *= 1.414;
+ }
+ 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);
+ // apply fog
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+ }
+ ENDCG
+ }
+ }
+}