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2025-09-06 17:17:39 +04:00
Shader "VolumetricFog2/Empty"
{
Properties
{
[HideInInspector] _MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (0.9,0.9,0.9,0.3)
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" }
Blend SrcAlpha OneMinusSrcAlpha
ZTest Always
Cull Front
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
half4 _Color;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex.xyz);
#if defined(UNITY_REVERSED_Z)
o.pos.z = 1.0e-9f;
#else
o.pos.z = o.pos.w - 1.0e-6f;
#endif
return o;
}
half4 frag(v2f i) : SV_Target
{
return _Color;
}
ENDCG
}
}
}