62 lines
1.3 KiB
Plaintext
62 lines
1.3 KiB
Plaintext
Shader "Custom/EmissiveLaser"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("Tint Color", Color) = (1, 0, 0, 1)
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_Emission("Emission Strength", Float) = 5.0
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_ScrollSpeed("Scroll Speed", Float) = 1.0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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LOD 100
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Blend One One // Additive blending
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ZWrite Off
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Cull Off
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Lighting Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _Color;
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float _Emission;
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float _ScrollSpeed;
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float4 _MainTex_ST;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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float scroll = _Time.y * _ScrollSpeed;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex) + float2(scroll, 0);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 tex = tex2D(_MainTex, i.uv);
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return tex * _Color * _Emission;
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}
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ENDCG
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}
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}
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}
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