67 lines
1.1 KiB
Plaintext
67 lines
1.1 KiB
Plaintext
|
Shader "harry_t/scorecard"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex ("Texture", 2D) = "white" {}
|
||
|
_Info("Info", Vector) = (0,0,0,0)
|
||
|
|
||
|
_Colour0("Colour 0", Color) = (1,1,1,1)
|
||
|
_Colour1("Colour 1", Color) = (1,1,1,1)
|
||
|
}
|
||
|
SubShader
|
||
|
{
|
||
|
Tags { "RenderType"="Opaque" }
|
||
|
LOD 200
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
// make fog work
|
||
|
#pragma multi_compile_fog
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
struct appdata
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float2 uv : TEXCOORD0;
|
||
|
UNITY_FOG_COORDS(1)
|
||
|
float4 vertex : SV_POSITION;
|
||
|
};
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
float4 _Info;
|
||
|
|
||
|
float4 _Colour0;
|
||
|
float4 _Colour1;
|
||
|
|
||
|
v2f vert (appdata v)
|
||
|
{
|
||
|
v2f o;
|
||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||
|
o.uv = v.uv;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
fixed4 frag (v2f i) : SV_Target
|
||
|
{
|
||
|
fixed4 infmap = tex2D(_MainTex, i.uv);
|
||
|
fixed4 wterm = fixed4( infmap.r, infmap.r, infmap.r, 1.0 );
|
||
|
fixed4 colourterm = (step(i.uv.x - _Info.x, 0.03125) * _Colour0 + step(1.0-i.uv.x - _Info.y, 0.03125) * _Colour1) * infmap.g;
|
||
|
|
||
|
return wterm + colourterm;
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|