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Shader "Unlit/FireFlyNew"
{
Properties
{
_MainTex ("Albedo (Emissive)", 2D) = "white" {}
_Wings ("Wings", 2D) = "white" {}
_EmissiveAmount ("_EmissiveAmount", Float) =2.0
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert alpha:fade
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float _EmissiveAmount;
//float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.uv;
o.color.rgba = v.color.rgba;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float4 emissive = i.color * col.a;
clip(i.color.a - 0.5);
col += emissive * pow(_EmissiveAmount, 2.2);
return col;
}
ENDCG
}
Pass
{
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _Wings;
//float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.uv;
o.color.rgba = v.color.rgba;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 wings = tex2D(_Wings, i.uv.zw);
wings.a = lerp( wings.a, 0, i.color.a);
return wings;
}
ENDCG
}
}
}