MiniGames/Assets/EmmisiveLaser.shader
2025-07-23 22:07:51 +05:00

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