天津23维预案
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2 years ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Fluvio/FluidEffectPreComposite" {
Properties {
_MainTex ("Base (RGBA)", 2D) = "white" {}
}
SubShader {
Pass{
ZTest Always
Cull Off
ZWrite Off
Fog { Mode Off }
Tags {"Queue" = "Overlay" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
float _FluidThreshold;
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv.y = 1-o.uv.y;
#endif
return o;
}
float4 frag (v2f i) : COLOR
{
// Get input color
float4 color = tex2D(_MainTex, i.uv);
// Composite clip
clip(color.a - _FluidThreshold);
float val = color.a;
color.a = 1;
// Final color
return color;
}
ENDCG
}
}
Fallback Off
}