c1_unity/Assets/arts/shaders/models/character.shader
2023-04-03 11:04:31 +08:00

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