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4 years ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
4 years ago
Shader "QO/Sprite Flash"
{
Properties
{
_MainTex ("Base (RGBA)", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_EffectColor ("EffectColor", Color) = (1,1,1,1)
_UVWH ("UVWH", Vector) = (0,0,1,1)
}
SubShader
{
LOD 200
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _Color;
half4 _EffectColor;
float4 _UVWH;
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
float2 uv_2 = _UVWH.xy;
float2 wh_1 = _UVWH.zw;
o.color = v.color;
4 years ago
o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = ((v.texcoord * wh_1) + uv_2);
return o;
}
half4 frag (v2f IN) : COLOR
{
float4 tex = tex2D(_MainTex, IN.texcoord);
float4 src_1 = (tex * _Color);
float3 tmpvar_4 = lerp(_EffectColor.xyz, src_1.xyz, _EffectColor.www);
float4 final = (tmpvar_4.x,tmpvar_4.y,tmpvar_4.z,src_1.w);
return final;
}
ENDCG
}
}
Fallback Off
}