// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. Shader "Analog/TransparentUnlit" { Properties { _MainTex ("Alpha", 2D) = "white" {} _Opacity("Opacity", Range(0.0, 1.0)) = 1.0 _Color("Color", Color ) = (0.3,0.3, 0.7, 1.0) _Brightness("Brightness", Range(0.0,16.0)) = 1.0 } SubShader { ZWrite Off Cull Off Blend SrcAlpha OneMinusSrcAlpha Tags { "Queue" = "Transparent" } LOD 200 CGPROGRAM #pragma surface surf Unlit alpha sampler2D _MainTex; float _Opacity; float3 _Color; float _Brightness; half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten) { fixed4 c = fixed4(0.0,0.0,0.0, s.Alpha); return c; } struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * _Color * _Brightness; o.Alpha = c.a *_Opacity; } ENDCG } FallBack "Diffuse" }