Files
FORT-BO/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft.shader
AsanoRema ffa1064063 Squashed commit of the following:
commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

71 lines
1.4 KiB
Plaintext

// WarFX Shader
// (c) 2015 Jean Moreno
Shader "WFX/Multiply Soft Tint"
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend DstColor SrcColor
Cull Off Lighting Off ZWrite Off Fog { Color (0.5,0.5,0.5,0.5) }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#pragma debug
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
};
struct vdata
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
// float3 normal : NORMAL;
// float4 texcoord : TEXCOORD0;
// float4 texcoord1 : TEXCOORD1;
fixed4 color : COLOR;
};
fixed4 _TintColor;
sampler2D _MainTex;
v2f vert (vdata v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.color = v.color;
o.uv = v.texcoord;
return o;
}
fixed4 frag (v2f i) : COLOR0
{
// return tex2D(_MainTex, i.uv) * i.color;
fixed4 tex = tex2D(_MainTex, i.uv);
tex.rgb *= i.color.rgb * _TintColor.rgb;
tex = lerp(fixed4(0.5,0.5,0.5,0.5), tex, tex.a * i.color.a);
return tex;
// return lerp(fixed4(1,1,1,1), i.color * tex, i.color.a);
}
ENDCG
}
}
}