HorizonShader.shader 1.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354
  1. Shader "Yoru/Horizon" {
  2. Properties {
  3. _MainTex ("Texture", 2D) = "white" {}
  4. _TilingCustom ("TilingCustom", Vector) = (1,1,0,0)
  5. _Color ("Color", Color) = (1,1,1,1)
  6. }
  7. SubShader {
  8. Tags { "Queue"="Transparent" "RenderType"="Transparent" }
  9. LOD 100
  10. Pass {
  11. Blend SrcAlpha OneMinusSrcAlpha
  12. ZWrite Off
  13. CGPROGRAM
  14. #pragma vertex vert
  15. #pragma fragment frag
  16. #pragma multi_compile_instancing
  17. #include "UnityCG.cginc"
  18. struct appdata {
  19. float4 vertex : POSITION;
  20. float2 uv : TEXCOORD0;
  21. UNITY_VERTEX_INPUT_INSTANCE_ID
  22. };
  23. struct v2f {
  24. float2 uv : TEXCOORD0;
  25. float4 vertex : SV_POSITION;
  26. UNITY_VERTEX_OUTPUT_STEREO
  27. };
  28. sampler2D _MainTex;
  29. float4 _MainTex_ST;
  30. float2 _TilingCustom;
  31. fixed4 _Color;
  32. v2f vert (appdata v) {
  33. v2f o;
  34. UNITY_SETUP_INSTANCE_ID(v);
  35. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  36. o.vertex = UnityObjectToClipPos(v.vertex);
  37. o.uv = v.uv * _TilingCustom;
  38. return o;
  39. }
  40. fixed4 frag (v2f i) : SV_Target {
  41. fixed4 col = tex2D(_MainTex, i.uv) * _Color;
  42. return col;
  43. }
  44. ENDCG
  45. }
  46. }
  47. }