69 lines
1.9 KiB
Plaintext
69 lines
1.9 KiB
Plaintext
Shader "Game/FullScreen" {
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Properties {
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_MainTex ("Base (RGB) Trans (A)", 2D) = "black" {}
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_Tex2 ("Base2 (RGB) Trans (A)", 2D) = "black" {}
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}
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SubShader {
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Pass {
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Tags {"Queue"="Background" "IgnoreProjector"="True" "RenderType"="Background"}
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ZWrite Off
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Cull Off
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Fog { Mode Off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _Tex2;
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struct appdata {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct v2f {
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float4 pos : POSITION;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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float4 _MainTex_ST;
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float4 _Tex2_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.texcoord = v.texcoord;
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o.texcoord1 = v.texcoord1;
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o.pos = v.vertex;
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#if UNITY_UV_STARTS_AT_TOP
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o.pos.y = -o.pos.y;
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#endif
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#if SHADER_API_D3D9 || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_GLCORE
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o.pos.z = 1;
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#else
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o.pos.z = 0;
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#endif
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o.pos.w = 1;
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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half4 col1 = tex2D(_MainTex, i.texcoord);
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half4 col2 = tex2D(_Tex2, i.texcoord1);
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col1.rgb *= col1.a;
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col1.rgb *= (1-col2.a);
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col2.rgb *= col2.a;
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col1.a = 1;
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col2.a = 1;
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return col1 + col2;
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}
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ENDCG
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}
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}
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} |