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97 lines
2.3 KiB
97 lines
2.3 KiB
Shader "UltraCombos/Frozen/Snowflakes"
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{
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Properties
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{
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[HDR]
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Texture", 2D) = "white" {}
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_SubTex1("Sub-Texture 1", 2D) = "white" {}
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_SubTex2("Sub-Texture 2", 2D) = "white" {}
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_SubTex3("Sub-Texture 3", 2D) = "white" {}
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_SubTex4("Sub-Texture 4", 2D) = "white" {}
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_SubTex5("Sub-Texture 5", 2D) = "white" {}
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_SubTex6("Sub-Texture 6", 2D) = "white" {}
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_SubTex7("Sub-Texture 7", 2D) = "white" {}
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_SubTex8("Sub-Texture 8", 2D) = "white" {}
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_SubTex9("Sub-Texture 9", 2D) = "white" {}
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}
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SubShader
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{
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//Tags { "RenderType"="Opaque" }
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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LOD 100
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ZWrite Off
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ZTest Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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//float4 _MainTex_ST;
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sampler2D _SubTex1;
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sampler2D _SubTex2;
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sampler2D _SubTex3;
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sampler2D _SubTex4;
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sampler2D _SubTex5;
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sampler2D _SubTex6;
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sampler2D _SubTex7;
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sampler2D _SubTex8;
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sampler2D _SubTex9;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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//o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex);
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o.uv = v.uv;
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//o.uv.xy = (o.uv.xy - float2(0.5, 0.5)) * 2.0 + float2(0.5, 0.5);
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//o.uv.x = saturate(o.uv.x);
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//o.uv.y = saturate(o.uv.y);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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const int tex_count = 10;
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fixed4 tex_colors[tex_count];
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tex_colors[0] = tex2D(_MainTex, i.uv.xy);
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tex_colors[1] = tex2D(_SubTex1, i.uv.xy);
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tex_colors[2] = tex2D(_SubTex2, i.uv.xy);
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tex_colors[3] = tex2D(_SubTex3, i.uv.xy);
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tex_colors[4] = tex2D(_SubTex4, i.uv.xy);
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tex_colors[5] = tex2D(_SubTex5, i.uv.xy);
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tex_colors[6] = tex2D(_SubTex6, i.uv.xy);
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tex_colors[7] = tex2D(_SubTex7, i.uv.xy);
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tex_colors[8] = tex2D(_SubTex8, i.uv.xy);
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tex_colors[9] = tex2D(_SubTex9, i.uv.xy);
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int tex_index = i.uv.z * tex_count;
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fixed4 col = tex_colors[tex_index] * i.color;;
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return col;
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}
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ENDCG
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}
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}
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}
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