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@MathieuAuclair
Created July 11, 2022 02:56
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/FlashingMaker"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Color (RGBA)", Color) = (1, 1, 1, 1) // add _Color property
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull front
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert alpha
#pragma fragment frag alpha
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
v.texcoord.x = 1 - v.texcoord.x;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord) * _Color; // multiply by _Color
return col;
}
ENDCG
}
}
}
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