ArabDesert/Assets/harry_t/ht8b_shaders/cliptable.shader

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Shader "harry_t/cliptable"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Dims ("Dimentions", Vector) = (0,0,0,0)
_Colour ("Colour", Color ) = (1,1,1,1)
}
SubShader
{
Tags { "Queue" = "Transparent+12" }
ZWrite Off
Cull Off
Pass
{
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 worldpos: TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float2 _Dims;
float4x4 _BaseTransform;
fixed4 _Colour;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldpos = mul( _BaseTransform, mul(unity_ObjectToWorld, v.vertex) );
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
if( abs(i.worldpos.x) > _Dims.x || abs(i.worldpos.z) > _Dims.y )
discard;
return col * _Colour;
}
ENDCG
}
}
}