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  1. Shader "SparklingSociety/UI/UI-Transparent-Tint"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. _Color ("Tint", 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. Blend SrcAlpha OneMinusSrcAlpha
  31. // m_ProgramMask = 6
  32. CGPROGRAM
  33. //#pragma target 4.0
  34. #pragma vertex vert
  35. #pragma fragment frag
  36. #include "UnityCG.cginc"
  37. #define CODE_BLOCK_VERTEX
  38. //uniform float4x4 unity_ObjectToWorld;
  39. //uniform float4x4 unity_MatrixVP;
  40. uniform float4 _Color;
  41. uniform float4 _TextureSampleAdd;
  42. uniform sampler2D _MainTex;
  43. struct appdata_t
  44. {
  45. float4 vertex :POSITION;
  46. float4 color :COLOR;
  47. float4 texcoord :TEXCOORD0;
  48. };
  49. struct OUT_Data_Vert
  50. {
  51. float2 xlv_TEXCOORD0 :TEXCOORD0;
  52. float4 xlv_COLOR :COLOR;
  53. float4 vertex :SV_POSITION;
  54. };
  55. struct v2f
  56. {
  57. float2 xlv_TEXCOORD0 :TEXCOORD0;
  58. float4 xlv_COLOR :COLOR;
  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. float4 tmpvar_4;
  72. tmpvar_4.w = 1;
  73. tmpvar_4.xyz = in_v.vertex.xyz;
  74. tmpvar_3 = (in_v.color * _Color);
  75. tmpvar_2 = tmpvar_1;
  76. out_v.vertex = mul(unity_MatrixVP, mul(unity_ObjectToWorld, tmpvar_4));
  77. out_v.xlv_TEXCOORD0 = tmpvar_2;
  78. out_v.xlv_COLOR = tmpvar_3;
  79. return out_v;
  80. }
  81. #define CODE_BLOCK_FRAGMENT
  82. OUT_Data_Frag frag(v2f in_f)
  83. {
  84. OUT_Data_Frag out_f;
  85. float4 tmpvar_1;
  86. float4 color_2;
  87. float4 tmpvar_3;
  88. tmpvar_3 = ((tex2D(_MainTex, in_f.xlv_TEXCOORD0) + _TextureSampleAdd) * in_f.xlv_COLOR);
  89. color_2 = tmpvar_3;
  90. tmpvar_1 = color_2;
  91. out_f.color = tmpvar_1;
  92. return out_f;
  93. }
  94. ENDCG
  95. } // end phase
  96. }
  97. FallBack Off
  98. }