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  1. Shader "Weather/Overlay-Lightning"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. _Color ("Overlay Color", Color) = (1,1,1,1)
  7. }
  8. SubShader
  9. {
  10. Tags
  11. {
  12. "CanUseSpriteAtlas" = "true"
  13. "IGNOREPROJECTOR" = "true"
  14. "PreviewType" = "Plane"
  15. "QUEUE" = "Transparent"
  16. "RenderType" = "Transparent"
  17. }
  18. Pass // ind: 1, name:
  19. {
  20. Tags
  21. {
  22. "CanUseSpriteAtlas" = "true"
  23. "IGNOREPROJECTOR" = "true"
  24. "PreviewType" = "Plane"
  25. "QUEUE" = "Transparent"
  26. "RenderType" = "Transparent"
  27. }
  28. ZWrite Off
  29. Cull Off
  30. Fog
  31. {
  32. Mode Off
  33. }
  34. Blend SrcAlpha One
  35. // m_ProgramMask = 6
  36. CGPROGRAM
  37. //#pragma target 4.0
  38. #pragma vertex vert
  39. #pragma fragment frag
  40. #include "UnityCG.cginc"
  41. #define CODE_BLOCK_VERTEX
  42. //uniform float4x4 unity_ObjectToWorld;
  43. //uniform float4x4 unity_MatrixVP;
  44. uniform float4 _Color;
  45. uniform sampler2D _MainTex;
  46. struct appdata_t
  47. {
  48. float4 vertex :POSITION;
  49. float4 texcoord :TEXCOORD0;
  50. };
  51. struct OUT_Data_Vert
  52. {
  53. float2 xlv_TEXCOORD0 :TEXCOORD0;
  54. float4 vertex :SV_POSITION;
  55. };
  56. struct v2f
  57. {
  58. float2 xlv_TEXCOORD0 :TEXCOORD0;
  59. };
  60. struct OUT_Data_Frag
  61. {
  62. float4 color :SV_Target0;
  63. };
  64. OUT_Data_Vert vert(appdata_t in_v)
  65. {
  66. OUT_Data_Vert out_v;
  67. float2 tmpvar_1;
  68. tmpvar_1 = in_v.texcoord.xy;
  69. float2 tmpvar_2;
  70. float4 tmpvar_3;
  71. tmpvar_3.w = 1;
  72. tmpvar_3.xyz = in_v.vertex.xyz;
  73. tmpvar_2 = tmpvar_1;
  74. out_v.vertex = mul(unity_MatrixVP, mul(unity_ObjectToWorld, tmpvar_3));
  75. out_v.xlv_TEXCOORD0 = tmpvar_2;
  76. return out_v;
  77. }
  78. #define CODE_BLOCK_FRAGMENT
  79. OUT_Data_Frag frag(v2f in_f)
  80. {
  81. OUT_Data_Frag out_f;
  82. float4 tmpvar_1;
  83. tmpvar_1 = (tex2D(_MainTex, in_f.xlv_TEXCOORD0) * _Color);
  84. out_f.color = tmpvar_1;
  85. return out_f;
  86. }
  87. ENDCG
  88. } // end phase
  89. }
  90. FallBack Off
  91. }