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elringus revised this gist
Nov 13, 2018 . 1 changed file with 5 additions and 5 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -4,9 +4,9 @@ Shader "BlendOp" { _MainTex ("Texture", 2D) = "white" {} [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp("Blend Operation", Float) = 0.0 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Float) = 1.0 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Float) = 1.0 } SubShader { @@ -15,8 +15,8 @@ Shader "BlendOp" Pass { BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma vertex vert -
elringus created this gist
Nov 13, 2018 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,62 @@ Shader "BlendOp" { Properties { _MainTex ("Texture", 2D) = "white" {} [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp("Blend Operation", Float) = 0.0 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Float) = 1.0 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Float) = 1.0 } SubShader { Tags { "Queue" = "Transparent" "RenderType"="Transparent" } LOD 100 Pass { BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma vertex vert #pragma fragment frag #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; 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 { fixed4 col = tex2D(_MainTex, i.uv); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }