87 lines
2.0 KiB
Plaintext
87 lines
2.0 KiB
Plaintext
Shader "Enviro3/Lightning" {
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Properties {
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_MainTex ("Texture", 2D) = "white" {}
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_BrightnessMod("Brightness Mod ", float) = 250
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_Brightness("Brightness ", float) = 250
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend One One
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ColorMask RGBA
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Cull Off Lighting Off ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#pragma exclude_renderers gles
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#include "UnityCG.cginc"
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#include "../Includes/FogInclude.cginc"
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sampler2D _MainTex;
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float4 _TintColor;
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float _Brightness = 1;
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float _BrightnessMod = 1;
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float4 wpos : TEXCOORD1;
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float4 screenPos : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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float3 viewVector = mul(unity_CameraInvProjection, float4(v.texcoord.xy * 5 - 1, 0, 1));
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o.wpos = mul(unity_CameraToWorld, float4(viewVector, 0));
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o.screenPos = ComputeScreenPos(v.vertex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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float3 worldPos = i.wpos.xyz;
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float2 screenPos = (i.screenPos.xy/i.screenPos.w);
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float depth = i.screenPos.w;
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float4 col = tex2D(_MainTex, i.texcoord) * _TintColor;
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col.rgb *= _Brightness * _BrightnessMod;
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//col.rgb = ApplyFogAndVolumetricLights(col.rgb,screenPos,worldPos,depth);
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col.rgb *= col.a;
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return col;
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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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Fallback "Legacy Shaders/Transparent/Diffuse"
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}
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