61 lines
1.5 KiB
Plaintext
61 lines
1.5 KiB
Plaintext
Shader "BF/Models/Character"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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//[HideInInspector]
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// _glow_color_enable("glow_color_enable", Range(0, 1)) = 0
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[HideInInspector]_glow_color("glow_color", Color) = (0, 0, 0, 1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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// int _glow_color_enable;
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float4 _glow_color;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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col.rgb = col*_glow_color.a + _glow_color.rgb;
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// col = col*step(_glow_color_enable, 0) + _glow_color*step(1, _glow_color_enable);
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return col;
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}
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ENDCG
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}
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}
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}
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