// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Simplified Diffuse shader. Differences from regular Diffuse one: // - no Main Color // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "Carmen/Logo" { Properties { _MainTex ("Logo Image", 2D) = "white" {} _Tint ("Tint", Color) = (1.0, 1.0, 1.0, 1.0) [ShowAsVector2] _Skew ("Scale And Skew", Vector) = (0.0, 0.0, 0.0, 0.0) } SubShader { Tags { "Queue"="Overlay" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" } LOD 200 Pass { Cull Back Lighting Off Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest Always CGPROGRAM #include "UnityCG.cginc" #pragma target 4.5 #pragma vertex vert #pragma fragment frag UNITY_DECLARE_TEX2D(_MainTex); UNITY_DECLARE_TEX2D(_FadeMask); half4 _Tint; half4 _Skew; struct Data { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct V2F { float4 position : SV_POSITION; float2 uv : TEXCOORD0; }; V2F vert(Data v) { V2F o; // Skew and scale as needed float4x4 skewmatrix = float4x4( 1.0, _Skew.x, 0.0, 0.0, _Skew.y, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ); o.position = mul(skewmatrix, v.vertex); o.position = UnityObjectToClipPos(o.position); o.uv = v.uv; return o; } fixed4 frag(V2F i) : SV_TARGET { return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Tint; } ENDCG } } FallBack "Diffuse" }