Created
February 25, 2019 06:08
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Unlit transparent shader with alpha property.
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Shader "Unlit/Transparent Alpha" { | |
Properties{ | |
_Alpha("Alpha", Range(0.0, 1.0)) = 1.0 | |
_MainTex("Texture", 2D) = "white" {} | |
} | |
SubShader{ | |
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} | |
LOD 100 | |
ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata_t { | |
float4 vertex : POSITION; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f { | |
float4 vertex : SV_POSITION; | |
half2 texcoord : TEXCOORD0; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float _Alpha; | |
v2f vert(appdata_t v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.texcoord) * _Alpha; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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