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