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@N-Carter
Created March 30, 2013 21:03
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AlphaOnly.shader
Shader "Mine/Alpha Only"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainColor ("Tint Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType"="Transparent" }
// LOD 200
Blend SrcAlpha OneMinusSrcAlpha
// AlphaTest Greater .01
// ColorMask RGB
Lighting Off
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
// #pragma multi_compile_builtin
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _MainColor;
struct appdata_vert
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
v2f vert(appdata_vert v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _MainColor;
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 c = i.color;
c.a *= UNITY_SAMPLE_1CHANNEL(_MainTex, i.uv);
return c;
}
ENDCG
}
}
// FallBack "Unlit/Transparent"
}
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