BloodAndGore/Assets/Shaders/ExplodingSprite.shader

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Shader "Custom/ExplodingSprite"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Intensity ("Intensity", Float) = 1
}
SubShader
{
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "CanUseSpriteAtlas"="true" "PreviewType"="Plane" }
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Intensity;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col.r = min(1, col.r + _Intensity);
col.g = min(1, col.g + _Intensity);
col.b = min(1, col.b + _Intensity);
col.rgb *= col.a;
return col;
}
ENDCG
}
}
}