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dungeons/Assets/ThirdParty/UltimateXR/Samples/FullScene/Shaders/MagAmmoIndicator.shader

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Shader "UltimateXR/Examples/Mag Ammo Indicator"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
_Fill("Fill", Float) = 1
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
half _Fill;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 tex = tex2D(_MainTex, i.uv);
//return ((tex.r * tex.a) - (1 - _Fill)) < 0 ? half4(0, 0, 0, 0) : tex * _Color * i.color;
return (tex.r - (1 - _Fill)) < 0 ? half4(0, 0, 0, 0) : tex * _Color * i.color;
}
ENDCG
}
}
}