61 lines
1.1 KiB
Text
61 lines
1.1 KiB
Text
Shader "Custom/TintedTilemap"
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{
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Properties
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{
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[PerRendererData]_MainTex ("Albedo (RGB)", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "Render"="Transparent" "IgnoreProjector"="True"}
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LOD 200
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass{
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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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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler2D _TintMap;
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float _TintMapSize;
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struct v2f {
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float4 vertex : SV_POSITION;
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float4 uv : TEXCOORD0;
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float3 worldPos : float3;
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};
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v2f vert(appdata v) {
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v2f o;
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o.worldPos = mul (unity_ObjectToWorld, v.vertex);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = float4(v.texcoord.xy, 0, 0);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 col = tex2D (_MainTex, i.uv);
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fixed4 tint = tex2D(_TintMap, (i.worldPos.xy / _TintMapSize) + .5);
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return tint * col;
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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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