Shader "Effect/Alpha Twinkle"
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{
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Properties
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{
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//_MainTex("MainTexture", 2D) = "white" {}
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_Color("Color",Color) = (1,1,1,1)
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_Speed("Speed",Float) = 100
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}
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Subshader
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{
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LOD 100
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Tags{
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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"IgnoreProjector" = "True"
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"LightMode" = "Always"
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"ForceNoShadowCasting" = "True"
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}
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Pass
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{
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ZWrite Off
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Blend SrcAlpha One
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Cull Back
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Lighting Off
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Fog{ Mode Off }
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile QUALITY_LOW QUALITY_MED QUALITY_HGH
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma exclude_renderers flash
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#include "UnityCG.cginc"
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struct VertInput
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{
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float4 vertex : POSITION;
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float4 color:COLOR;
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};
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struct vertShader
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{
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float4 pos : SV_POSITION;
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float2 uv:TEXCOORD0;
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float4 color : COLOR;
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};
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// properties
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uniform sampler2D _MainTex;
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uniform float4 _Color;
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float _Speed;
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vertShader vert(VertInput v)
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{
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vertShader o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.color = _Color*v.color;
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return o;
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}
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fixed4 frag(vertShader i) : SV_Target{
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fixed3 outcolor = i.color.rgb;
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fixed a = sin(_Time.x*_Speed)*0.5+0.5;
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return fixed4(outcolor,a);
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}
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ENDCG
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}
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}
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//FallBack "Diffuse"
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}
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