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unity-flash-tools/Assets/FlashTools/Shaders/FlashAnim.shader

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Shader "FlashTools/FlashAnim" {
Properties {
[PerRendererData] _MainTex ("Sprite Texture", 2D ) = "white" {}
[MaterialToggle] PixelSnap ("Pixel snap" , Float) = 0
}
SubShader {
Tags {
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 mulcolor : COLOR;
float4 addcolor : TEXCOORD1;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
fixed4 mulcolor : COLOR;
fixed4 addcolor : TEXCOORD1;
};
v2f vert(appdata_t IN) {
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.uv = IN.uv;
OUT.mulcolor = IN.mulcolor;
OUT.addcolor = IN.addcolor;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture(float2 uv) {
fixed4 color = tex2D(_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D(_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
fixed4 frag(v2f IN) : SV_Target {
fixed4 c = SampleSpriteTexture(IN.uv) * IN.mulcolor + IN.addcolor;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}