CarmenSandiego/Assets/Shaders/CrookPortrait.shader
Jamie Greunbaum c0b9374bd6 - Added placeholders for the remaining static Wanted posters.
- Reworked credits display to be more efficient and easy to edit.
- Renamed the Wood shader to a more appropriate and genericised name.
- Reorganised static Wanted posters into their own folder.
2026-03-14 05:40:34 -04:00

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Shader "Carmen/Crook Portrait"
{
Properties
{
_MainTex ("Portrait", 2D) = "white" {}
_Text ("Portrait Text", 2D) = "white" {}
_TextAlpha ("Portrait Text Alpha", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
//#pragma vertex vert
//#pragma fragment frag
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_TEX2D(_Text);
UNITY_DECLARE_TEX2D(_TextAlpha);
// struct Data
// {
// float4 vertex : POSITION;
// float2 uv : TEXCOORD0;
// };
// struct Vert2Frag
// {
// float4 position : SV_POSITION;
// float2 uv : TEXCOORD0;
// };
struct Input
{
float2 uv_MainTex;
float2 uv_Text;
float2 uv_TextAlpha;
};
// Vert2Frag vert(inout Data v)
// {
// Vert2Frag o;
// o.position = UnityObjectToClipPos(v.vertex);
// o.uv = v.uv;
// return o;
// }
// fixed4 frag(Vert2Frag i) : SV_TARGET
// {
// return UNITY_SAMPLE_TEX2D(_MainTex, i.uv);
// }
void surf (Input IN, inout SurfaceOutputStandard o)
{
float3 MainColour = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex);
float Text = UNITY_SAMPLE_TEX2D(_Text, IN.uv_MainTex).r;
float TextAlpha = UNITY_SAMPLE_TEX2D(_TextAlpha, IN.uv_MainTex).r;
float3 TextColourMix = lerp(float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0), TextAlpha - Text);
float3 ImageMix = lerp(MainColour, TextColourMix, TextAlpha);
o.Albedo = ImageMix;//lerp(MainColour, float3(0.0, 0.0, 0.0), TextAlpha - Text);
//o.Albedo = UNITY_SAMPLE_TEX2D(_Text, IN.uv_MainTex).r;
}
ENDCG
}
Fallback "Diffuse"
}