// WarFX Shader // (c) 2015 Jean Moreno Shader "WFX/Multiply Soft Tint" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend DstColor SrcColor Cull Off Lighting Off ZWrite Off Fog { Color (0.5,0.5,0.5,0.5) } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" #pragma debug struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; fixed4 color : COLOR; }; struct vdata { float4 vertex : POSITION; half2 texcoord : TEXCOORD0; // float3 normal : NORMAL; // float4 texcoord : TEXCOORD0; // float4 texcoord1 : TEXCOORD1; fixed4 color : COLOR; }; fixed4 _TintColor; sampler2D _MainTex; v2f vert (vdata v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.color = v.color; o.uv = v.texcoord; return o; } fixed4 frag (v2f i) : COLOR0 { // return tex2D(_MainTex, i.uv) * i.color; fixed4 tex = tex2D(_MainTex, i.uv); tex.rgb *= i.color.rgb * _TintColor.rgb; tex = lerp(fixed4(0.5,0.5,0.5,0.5), tex, tex.a * i.color.a); return tex; // return lerp(fixed4(1,1,1,1), i.color * tex, i.color.a); } ENDCG } } }