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- Shader "Unlit/FireFlyNew"
- {
- Properties
- {
- _MainTex ("Albedo (Emissive)", 2D) = "white" {}
- _Wings ("Wings", 2D) = "white" {}
- _EmissiveAmount ("_EmissiveAmount", Float) =2.0
- }
- SubShader
- {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert alpha:fade
- #pragma fragment frag
-
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float4 uv : TEXCOORD0;
- float4 color : COLOR;
- };
- struct v2f
- {
- float4 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float4 color : COLOR;
- };
- sampler2D _MainTex;
- float _EmissiveAmount;
- //float4 _MainTex_ST;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- //o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.uv = v.uv;
- o.color.rgba = v.color.rgba;
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
-
- float4 emissive = i.color * col.a;
-
- clip(i.color.a - 0.5);
- col += emissive * pow(_EmissiveAmount, 2.2);
- return col;
- }
- ENDCG
- }
- Pass
- {
- Cull Off
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float4 uv : TEXCOORD0;
- float4 color : COLOR;
- };
- struct v2f
- {
- float4 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float4 color : COLOR;
- };
- sampler2D _Wings;
- //float4 _MainTex_ST;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- //o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.uv = v.uv;
- o.color.rgba = v.color.rgba;
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 wings = tex2D(_Wings, i.uv.zw);
- wings.a = lerp( wings.a, 0, i.color.a);
- return wings;
- }
- ENDCG
-
- }
- }
- }
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