40 lines
842 B
GLSL

Shader "UGM/Unlit/Transparent" {
Properties{
_Color("Main Color (A=Opacity)", Color) = (1,1,1,1)
_MainTex("Base (A=Opacity)", 2D) = ""
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" }
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
SubShader{
Pass{
GLSLPROGRAM
#ifdef VERTEX
varying mediump vec2 uv;
uniform mediump vec4 _MainTex_ST;
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
}
#endif
#ifdef FRAGMENT
varying mediump vec2 uv;
uniform lowp sampler2D _MainTex;
uniform lowp vec4 _Color;
void main() {
gl_FragColor = texture2D(_MainTex, uv) * _Color;
}
#endif
ENDGLSL
}
}
SubShader{ Pass{
SetTexture[_MainTex]{ Combine texture * constant ConstantColor[_Color] }
} }
}
}