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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowCompose.shader

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2 months ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/GlowCompose" {
Properties {
_Color ("Glow Amount", Color) = (1,1,1,1)
_MainTex ("", 2D) = "white" {}
}
Category {
ZTest Always Cull Off ZWrite Off Fog { Mode Off }
Blend One One
Subshader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
half2 uv : TEXCOORD0;
};
float4 _MainTex_TexelSize;
float4 _BlurOffsets;
v2f vert (appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord.xy);
return o;
}
sampler2D _MainTex;
fixed4 _Color;
fixed4 frag( v2f i ) : COLOR
{
return 2.0f * _Color * tex2D( _MainTex, i.uv );
}
ENDCG
}
}
SubShader {
Pass {
SetTexture [_MainTex] {constantColor [_Color] combine constant * texture DOUBLE}
}
}
}
Fallback off
}