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- //======= Copyright (c) Stereolabs Corporation, All rights reserved. ===============
- //Fade system depending on the current alpha
- Shader "ZED/ZED Fade"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _FadeColor("Wire color", Color) = (1.0, 1.0, 1.0, 1.0)
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- 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 _MainTex_ST;
- float4 _FadeColor;
- uniform float _Alpha;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv);
- return col*(1 - _Alpha) + (_Alpha)*_FadeColor;
- }
- ENDCG
- }
- }
- }
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