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@elringus
Last active September 19, 2024 17:10
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Revisions

  1. elringus revised this gist Nov 13, 2018. 1 changed file with 5 additions and 5 deletions.
    10 changes: 5 additions & 5 deletions BlendOp.shader
    Original 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
    [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]
    BlendOp[_BlendOp]
    Blend[_SrcBlend][_DstBlend]

    CGPROGRAM
    #pragma vertex vert
  2. elringus created this gist Nov 13, 2018.
    62 changes: 62 additions & 0 deletions BlendOp.shader
    Original 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
    }
    }
    }