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Shader "Hidden/VolumetricLights/TransparentMultiply"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1)
}
SubShader
{
Blend Zero SrcColor, One Zero
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
half3 _TranslucencyIntensity;
#define TRANSLUCENCY_INTENSITY _TranslucencyIntensity.x
#define TRANSLUCENCY_BLEND _TranslucencyIntensity.y
sampler2D _MainTex;
float4 _MainTex_ST;
half3 _Color;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = float4(TRANSFORM_TEX(v.uv, _MainTex), o.vertex.zw);
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv.xy);
color.rgb *= _Color;
color.rgb = lerp(1.0.xxx, color.rgb * TRANSLUCENCY_INTENSITY, TRANSLUCENCY_BLEND);
color.a = i.uv.z/i.uv.w;
return color;
}
ENDCG
}
}
}