[ ] Android Unity |
Shader "Sprites/Default"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
fixed4 frag(v2f IN) : SV_Target
{
//tex2D .
//_MainTex - , IN.texcoord - 0..1
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
// r,g,b a.
c.rgb *= c.a;
return c;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb=0.5;
c.a = 0.0;
return c;
}
fixed4 frag(v2f IN) : SV_Target
{
//
fixed2 nIn = IN.texcoord;
// 0...2
nIn.x = nIn.x*2;
// , 1..0
if (nIn.r>1)
nIn.r = 2-nIn.
//
fixed4 c = tex2D(_MainTex, nIN.texcoord) * IN.color;
// r,g,b a.
c.rgb *= c.a;
return c;
}
fixed4 frag(v2f IN) : SV_Target
{
//
IN.texcoord.x = 1-abs(2*IN.texcoord.x-1);
//
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
// r,g,b a.
c.rgb *= c.a;
return c;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed2 nIn = IN.texcoord;
nIn.x = nIn.x-0.5;
nIn.y = nIn.y-0.5;
float dist = sqrt(nIn.x*nIn.x+nIn.y*nIn.y);
IN.texcoord.x = 1-dist*2;
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}