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- Shader "Hidden/Spine/Bones" {
- Properties {
- _Color ("Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex ("Particle Texture", 2D) = "white" {}
- }
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Blend SrcAlpha OneMinusSrcAlpha
- AlphaTest Greater .01
- ColorMask RGB
-
- Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
- SubShader {
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // #pragma multi_compile_particles
-
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _Color;
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- // #ifdef SOFTPARTICLES_ON
- // float4 projPos : TEXCOORD1;
- // #endif
- };
-
- float4 _MainTex_ST;
- v2f vert (appdata_t v) {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- // #ifdef SOFTPARTICLES_ON
- // o.projPos = ComputeScreenPos (o.vertex);
- // COMPUTE_EYEDEPTH(o.projPos.z);
- // #endif
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- return o;
- }
- sampler2D_float _CameraDepthTexture;
-
- fixed4 frag (v2f i) : SV_Target {
- return i.color * _Color * tex2D(_MainTex, i.texcoord);
- }
- ENDCG
- }
- }
- }
- }
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