Created
September 26, 2013 13:12
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Shader "Custom/Frost" { | |
Properties { | |
_MainTex ("Frost Map (RGB)", 2D) = "white" {} | |
_FrostColor ("Frost Color", Color) = (1.0, 1.0, 1.0, 1.0) | |
_Mask ("Mask", Vector) = (1.0, 1.0, 1.0, 1.0) | |
} | |
SubShader { | |
Tags { "Queue"="Transparent" "RenderType"="Transparent" } | |
LOD 100 | |
Pass { | |
Blend SrcAlpha OneMinusSrcAlpha | |
ZWrite Off | |
Lighting Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
uniform sampler2D _MainTex; | |
uniform float4 _Mask; | |
uniform fixed4 _FrostColor; | |
struct Attribute { | |
float4 vertex : POSITION; | |
half2 texcoord : TEXCOORD0; | |
}; | |
struct Varying { | |
float4 pos : SV_POSITION; | |
half2 uv : TEXCOORD1; | |
}; | |
Varying vert(Attribute a) { | |
Varying v; | |
v.pos = mul(UNITY_MATRIX_MVP, a.vertex); | |
v.uv = a.texcoord; | |
return v; | |
} | |
fixed4 frag(Varying v) : COLOR { | |
fixed4 c = tex2D(_MainTex, v.uv); | |
float r = step(0.1f, _Mask.x*c.r)*c.r*2.0f; | |
float b = step(0.1f, _Mask.y*c.b)*.5f; | |
fixed4 res = _FrostColor; | |
res.a = max(max(r, _Mask.z*c.g), b); | |
return res; | |
} | |
ENDCG | |
} | |
} | |
} |
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