Initial Commit

This commit is contained in:
Simeon Radivoev 2022-02-12 12:53:50 +02:00
commit ee5c2f922d
Signed by: simeonradivoev
GPG key ID: 7611A451D2A5D37A
2255 changed files with 547750 additions and 0 deletions

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
That shader is usually used to draw light obstacles.
Have main texture and multiplicative color.
*/
Shader "Light2D/Transparent Normal Mapped" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_NormalTex ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"LightObstacle"="True"
}
LOD 100
Cull Off
ZWrite Off
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
return col*i.color;
}
ENDCG
}
}
}