127 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			127 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
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								// Made with Amplify Shader Editor
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								// Available at the Unity Asset Store - http://u3d.as/y3X 
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								Shader "AX/Alpha_Blend"
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								{
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									Properties
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									{
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										[HDR]_Color("Color", Color) = (1,1,1,1)
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										_Main_Tex("Main_Tex", 2D) = "white" {}
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										[Toggle]_RA("R/A", Float) = 0
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										[Enum(Less or Equal,2,Always,6)]_ZTestMode("ZTestMode", Float) = 2
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										[HideInInspector] _texcoord( "", 2D ) = "white" {}
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									}
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									SubShader
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									{
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										Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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										LOD 100
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										CGINCLUDE
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										#pragma target 3.0
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										ENDCG
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										Blend SrcAlpha OneMinusSrcAlpha
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										Cull Off
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										ColorMask RGBA
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										ZWrite Off
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										ZTest [_ZTestMode]
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										Pass
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										{
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											Name "Unlit"
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											Tags { "LightMode"="ForwardBase" }
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											CGPROGRAM
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								#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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										//only defining to not throw compilation error over Unity 5.5
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										#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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								#endif
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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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												float4 color : COLOR;
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												UNITY_VERTEX_INPUT_INSTANCE_ID
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												float4 ase_texcoord : TEXCOORD0;
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											};
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											struct v2f
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											{
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												float4 vertex : SV_POSITION;
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												UNITY_VERTEX_INPUT_INSTANCE_ID
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												UNITY_VERTEX_OUTPUT_STEREO
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												float4 ase_texcoord : TEXCOORD0;
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												float4 ase_color : COLOR;
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											};
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											uniform half _ZTestMode;
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											uniform half4 _Color;
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											uniform half _RA;
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											uniform sampler2D _Main_Tex;
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											uniform float4 _Main_Tex_ST;
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											v2f vert ( appdata v )
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											{
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												v2f o;
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												UNITY_SETUP_INSTANCE_ID(v);
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												UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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												UNITY_TRANSFER_INSTANCE_ID(v, o);
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												o.ase_texcoord.xy = v.ase_texcoord.xy;
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												o.ase_color = v.color;
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												//setting value to unused interpolator channels and avoid initialization warnings
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												o.ase_texcoord.zw = 0;
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												float3 vertexValue =  float3(0,0,0) ;
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												v.vertex.xyz += vertexValue;
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												o.vertex = UnityObjectToClipPos(v.vertex);
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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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												UNITY_SETUP_INSTANCE_ID(i);
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												UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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												fixed4 finalColor;
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												float2 uv_Main_Tex = i.ase_texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
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												float4 tex2DNode1 = tex2D( _Main_Tex, uv_Main_Tex );
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												finalColor = ( _Color * lerp(tex2DNode1,(tex2DNode1).rgbr,_RA) * i.ase_color );
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												return finalColor;
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											}
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											ENDCG
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										}
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									}
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									CustomEditor "ASEMaterialInspector"
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								}
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								/*ASEBEGIN
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								Version=16900
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								375;190;1433;688;996.5;263;1;True;False
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								Node;AmplifyShaderEditor.SamplerNode;1;-484.5,-64;Float;True;Property;_Main_Tex;Main_Tex;1;0;Create;True;0;0;False;0;794c37b9ca18ffd428fafe80f994ab7e;7da03c4534065244e9be932ea6c2bcb5;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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								Node;AmplifyShaderEditor.SwizzleNode;5;-142.5,72;Float;False;FLOAT4;0;1;2;0;1;0;COLOR;0,0,0,0;False;1;FLOAT4;0
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								Node;AmplifyShaderEditor.ToggleSwitchNode;7;71.5,-62;Half;False;Property;_RA;R/A;2;0;Create;True;0;0;False;0;0;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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								Node;AmplifyShaderEditor.VertexColorNode;3;-5.5,316;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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								Node;AmplifyShaderEditor.ColorNode;2;-32.5,-227;Half;False;Property;_Color;Color;0;1;[HDR];Create;True;0;0;False;0;1,1,1,1;6,6,6,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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								Node;AmplifyShaderEditor.RangedFloatNode;8;-387.5,201;Half;False;Property;_ZTestMode;ZTestMode;3;1;[Enum];Create;True;2;Less or Equal;2;Always;6;0;True;0;2;2;0;0;0;1;FLOAT;0
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								Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;314.5,-80;Float;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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								Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;466,-81;Half;False;True;2;Half;ASEMaterialInspector;0;1;AX/Alpha_Blend;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;True;False;True;2;False;-1;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;2;False;-1;True;3;True;8;True;False;0;False;-1;0;False;-1;True;2;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;0;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;0;0;1;True;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;0
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								WireConnection;5;0;1;0
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								WireConnection;7;0;1;0
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								WireConnection;7;1;5;0
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								WireConnection;4;0;2;0
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								WireConnection;4;1;7;0
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								WireConnection;4;2;3;0
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								WireConnection;0;0;4;0
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								ASEEND*/
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								//CHKSM=A5D6C83E05A9B6EAD81A156D11B11BB47FFAFD5C
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