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 } } }