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tianrunCRM/Assets/CoolapeFrame/3rd/NGUI_Enhance/Resources/Shaders/Unlit - Transparent Packed 1.shader
2020-07-04 14:41:25 +08:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Unlit/Transparent Packed 1"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
float2 _ClipArgs0 = float2(1000.0, 1000.0);
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
v2f o;
v2f vert (appdata_t v)
{
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
return o;
}
half4 frag (v2f IN) : COLOR
{
half4 mask = tex2D(_MainTex, IN.texcoord);
half4 mixed = saturate(ceil(IN.color - 0.5));
half4 col = saturate((mixed * 0.51 - IN.color) / -0.49);
// Softness factor
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;
mask *= mixed;
col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
col.a *= mask.r + mask.g + mask.b + mask.a;
return col;
}
ENDCG
}
}
Fallback Off
}