- Added a brick material and lined the walls of the alleyway with it. - Added a concrete walkway to the alleyway. - Map dots, map borders, and The Chase title are all now anti-aliased. - Improved the look of the concrete material. - Wood textures no longer use a transparency render queue.
71 lines
1.8 KiB
Plaintext
71 lines
1.8 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Simplified Diffuse shader. Differences from regular Diffuse one:
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// - no Main Color
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// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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Shader "Carmen/Render Texture UI"
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{
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Properties
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{
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_MainTex ("Logo Image", 2D) = "white" {}
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_Color ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
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}
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SubShader
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{
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Tags { "Queue"="Overlay" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" }
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LOD 200
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Pass {
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Cull Back
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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ZTest Always
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma target 4.5
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#pragma vertex vert
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#pragma fragment frag
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UNITY_DECLARE_TEX2D(_MainTex);
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float4 _MainTex_ST;
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half4 _Color;
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struct Data
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct V2F
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{
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float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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V2F vert(Data v)
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{
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V2F o;
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o.position = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag(V2F i) : SV_TARGET
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{
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return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Color;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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