62 lines
2.0 KiB
Plaintext
62 lines
2.0 KiB
Plaintext
Shader "Minecraft/TransparentBlocks" {
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Properties {
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_MainTex ("Block Texture Atlas", 2D) = "white" {}
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}
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SubShader {
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Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"}
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LOD 100
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Lighting Off
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Pass {
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CGPROGRAM
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#pragma vertex vertFunction
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#pragma fragment fragFunction
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#pragma target 2.0
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float GlobalLightLevel;
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float minGlobalLightLevel;
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float maxGlobalLightLevel;
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v2f vertFunction(appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.color = v.color;
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return o;
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}
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fixed4 fragFunction(v2f i) : SV_Target {
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fixed4 col = tex2D(_MainTex, i.uv);
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clip(col.a - 1);
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float shade = (maxGlobalLightLevel - minGlobalLightLevel) * GlobalLightLevel + minGlobalLightLevel;
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shade *= i.color.a;
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shade = clamp(1 - shade, minGlobalLightLevel, maxGlobalLightLevel);
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//const float4 localLightLevel = clamp(GlobalLightLevel + i.color.a, 0, 1);
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col = lerp(col, float4(0, 0, 0, 1), shade);
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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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} |