// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "AX/Alpha_Blend" { Properties { [HDR]_Color("Color", Color) = (1,1,1,1) _Main_Tex("Main_Tex", 2D) = "white" {} [Toggle]_RA("R/A", Float) = 0 [Enum(Less or Equal,2,Always,6)]_ZTestMode("ZTestMode", Float) = 2 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 CGINCLUDE #pragma target 3.0 ENDCG Blend SrcAlpha OneMinusSrcAlpha Cull Off ColorMask RGBA ZWrite Off ZTest [_ZTestMode] Pass { Name "Unlit" Tags { "LightMode"="ForwardBase" } CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX //only defining to not throw compilation error over Unity 5.5 #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID float4 ase_texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; }; uniform half _ZTestMode; uniform half4 _Color; uniform half _RA; uniform sampler2D _Main_Tex; uniform float4 _Main_Tex_ST; v2f vert ( appdata v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); o.ase_texcoord.xy = v.ase_texcoord.xy; o.ase_color = v.color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; float3 vertexValue = float3(0,0,0) ; v.vertex.xyz += vertexValue; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i ) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 finalColor; float2 uv_Main_Tex = i.ase_texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw; float4 tex2DNode1 = tex2D( _Main_Tex, uv_Main_Tex ); finalColor = ( _Color * lerp(tex2DNode1,(tex2DNode1).rgbr,_RA) * i.ase_color ); return finalColor; } ENDCG } } CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=16900 375;190;1433;688;996.5;263;1;True;False 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 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 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 Node;AmplifyShaderEditor.VertexColorNode;3;-5.5,316;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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 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 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 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 WireConnection;5;0;1;0 WireConnection;7;0;1;0 WireConnection;7;1;5;0 WireConnection;4;0;2;0 WireConnection;4;1;7;0 WireConnection;4;2;3;0 WireConnection;0;0;4;0 ASEEND*/ //CHKSM=A5D6C83E05A9B6EAD81A156D11B11BB47FFAFD5C