Files
FORT-BO/Assets/Bakery/ftLightFilter.shader
2026-08-06 18:56:32 +03:00

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Shader "Bakery/LightFilter"
{
Properties
{
_TransparencyLM ("Transmissive Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Cull Off
Blend DstColor Zero
ZWrite Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _TransparencyLM;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
float4 frag (v2f i) : SV_Target
{
// sample the texture
float4 color = tex2D(_TransparencyLM, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, color);
return color;
}
ENDCG
}
}
}