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64 lines
1.2 KiB

Shader "UltraCombos/Frozen/Unlit/Texture"
{
Properties
{
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Color("Color",Color) = (1,1,1,1)
[Toggle] _isGamma("is Gamma", Float) = 0
}
SubShader
{
//Tags { "RenderType"="Opaque" }
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
ZWrite Off
Cull off
// Blend SrcAlpha OneMinusSrcAlpha
//Blend One OneMinusSrcAlpha
Blend SrcAlpha OneMinusSrcAlpha, Zero One
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 _Color;
float _Rate;
float _isGamma;
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
{
fixed4 frag_color = tex2D(_MainTex, i.uv);
frag_color.rgb = lerp(frag_color.rgb, GammaToLinearSpace(frag_color.rgb), _isGamma);
return frag_color * _Color;
}
ENDCG
}
}
}