diff options
Diffstat (limited to 'SurvivalTest/Assets/Resources/Shader/custom_project.shader')
-rw-r--r-- | SurvivalTest/Assets/Resources/Shader/custom_project.shader | 71 |
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 + } + } +} |