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Nextrek

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Shader "Unlit/Transparent Colored"
{
	Properties
	{
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
	}
	
	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Cull Off
		Lighting Off
		ZWrite Off
		Fog { Mode Off }
		Offset -1, -1
		Blend SrcAlpha OneMinusSrcAlpha

		Pass
		{
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				
				#include "UnityCG.cginc"
	
				struct appdata_t
				{
					float4 vertex : POSITION;
					float2 texcoord : TEXCOORD0;
					fixed4 color : COLOR;
				};
	
				struct v2f
				{
					float4 vertex : SV_POSITION;
					half2 texcoord : TEXCOORD0;
					fixed4 color : COLOR;
				};
	
				sampler2D _MainTex;
				float4 _MainTex_ST;
				
				v2f vert (appdata_t v)
				{
					v2f o;
					o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
					o.color = v.color;
					return o;
				}
				
				fixed4 frag (v2f i) : COLOR
				{
					fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
					return col;
				}
			ENDCG
		}
	}

	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Fog { Mode Off }
			Offset -1, -1
			ColorMask RGB
			AlphaTest Greater .01
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			{
				Combine Texture * Primary
			}
		}
	}
}

Commits for Nextrek/SpaceCrew/SpaceCrew/Assets/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader

Diff revisions: vs.
Revision Author Commited Message
83 FMMortaroli picture FMMortaroli Tue 13 May, 2014 11:32:51 +0000