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Transparency.shader
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Transparency.shader
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Shader "AdrianMiasik/Examples/Transparency"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST; // Needed for tiling and offset
float4 _MainColor;
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
{
return tex2D(_MainTex, i.uv) * _MainColor;
}
ENDCG
}
}
}