// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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//Shader written by Alex Dixon
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Shader "Spine/Special/SkeletonGhost"
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{
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Properties
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{
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_TextureFade ("Texture Fade Out", Range(0,1)) = 0
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent"}
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Fog { Mode Off }
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Blend One OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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Pass
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{
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Tags {"LightMode" = "Always"} // This Pass tag is important or Unity may not give it the correct light information.
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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//#pragma multi_compile_fwdbase // This line tells Unity to compile this pass for forward base.
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#include "UnityCG.cginc"
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//#include "AutoLight.cginc"
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struct vertex_input
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 color : COLOR;
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};
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struct vertex_output
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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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sampler2D _MainTex;
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fixed4 _Color;
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fixed _TextureFade;
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vertex_output vert (vertex_input v)
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{
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vertex_output o;
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o.pos = UnityObjectToClipPos( v.vertex);
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o.uv = v.texcoord.xy;
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o.color = v.color;
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return o;
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}
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fixed4 frag(vertex_output i) : COLOR
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{
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fixed4 tex = tex2D(_MainTex, i.uv);
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tex = fixed4(max(_TextureFade, tex.r), max(_TextureFade, tex.g), max(_TextureFade, tex.b), tex.a);
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return tex * ((i.color * _Color) * tex.a);
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//float finalAlpha = tex.a * i.color.a * _Color.a;
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/*
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TODO: Add basic lighting stuff in later?
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fixed4 c;
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c.rgb = (UNITY_LIGHTMODEL_AMBIENT.rgb * tex.rgb); // Ambient term. Only do this in Forward Base. It only needs calculating once.
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c.rgb += tex.rgb; // Diffuse and specular.
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//Unity 4: c.rgb = (UNITY_LIGHTMODEL_AMBIENT.rgb * tex.rgb * 2); // Ambient term. Only do this in Forward Base. It only needs calculating once.
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//Unity 4: c.rgb += (tex.rgb * _LightColor0.rgb * diff) * (atten * 2); // Diffuse and specular.
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c.a = tex.a; // + _LightColor0.a * atten;
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return c;
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*/
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}
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ENDCG
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}
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}
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//FallBack "Transparent/Cutout/VertexLit" // Use VertexLit's shadow caster/receiver passes.
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}
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