Shader "QO/Sprite Sub" { Properties { _MainTex ("Base (RGBA)", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _UVWH ("UVWH", Vector) = (0,0,1,1) } SubShader { LOD 200 Tags { "QUEUE"="Transparent" "RenderType"="Transparent" } Pass { Tags { "QUEUE"="Transparent" "RenderType"="Transparent" } Blend SrcAlpha One BlendOp RevSub Program "vp" { SubProgram "gles " { "!!GLES #ifdef VERTEX varying lowp vec2 xlv_TEXCOORD0; uniform highp vec4 _UVWH; uniform highp mat4 glstate_matrix_mvp; attribute vec4 _glesMultiTexCoord0; attribute vec4 _glesVertex; void main () { lowp vec2 wh_1; lowp vec2 uv_2; lowp vec2 tmpvar_3; highp vec2 tmpvar_4; tmpvar_4 = _UVWH.xy; uv_2 = tmpvar_4; highp vec2 tmpvar_5; tmpvar_5 = _UVWH.zw; wh_1 = tmpvar_5; highp vec2 tmpvar_6; tmpvar_6 = ((_glesMultiTexCoord0.xy * wh_1) + uv_2); tmpvar_3 = tmpvar_6; gl_Position = (glstate_matrix_mvp * _glesVertex); xlv_TEXCOORD0 = tmpvar_3; } #endif #ifdef FRAGMENT varying lowp vec2 xlv_TEXCOORD0; uniform highp vec4 _Color; uniform sampler2D _MainTex; void main () { mediump vec4 tmpvar_1; mediump vec4 texcol_2; lowp vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0); texcol_2 = tmpvar_3; tmpvar_1 = (texcol_2 * _Color); gl_FragData[0] = tmpvar_1; } #endif" } } Program "fp" { SubProgram "gles " { "!!GLES" } } } } Fallback "Diffuse" }