ArabDesert/Assets/harry_t/ht8b_desktop/sgameui.shader

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Shader "harry_t/sgameui"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Trf ("Transform", Vector) = (0,0,0,0)
}
SubShader
{
Tags { "RenderQueue"="Transparent" }
Cull Off
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
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;
};
sampler2D _MainTex;
float4 _Trf;
v2f vert (appdata v)
{
v2f o;
float ratio = (_ScreenParams.x / _ScreenParams.y);
float2 anchor = float2( 1.0, 1.0 );
float2 scalepos = v.vertex.xz*_Trf.xy;
scalepos.y *= ratio;
float2 location = anchor + scalepos + _Trf.zw;
o.vertex = float4( -location.x, location.y, UNITY_NEAR_CLIP_VALUE, 1.0 );
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}