OvertakingLegend/Assets/Plugins/vFolders/VFoldersOutline.shader

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Shader "Hidden/VFoldersOutline"
{
Properties
{
_MainTex ("Texture", Any) = "white" {}
[HDR] _Color ("Tint", Color) = (1,1,1,1)
}
CGINCLUDE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _GUIClipTexture;
bool _ManualTex2SRGB;
float4 _MainTex_ST;
float4 _Color;
float4x4 unity_GUIClipTextureMatrix;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
o.vertex = UnityObjectToClipPos(v.vertex);
float3 eyePos = UnityObjectToViewPos(v.vertex);
o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 c = tex2D(_MainTex, i.texcoord);
c.rgb = _Color.rgb;
c.a *= _Color.a;
c.a *= tex2D(_GUIClipTexture, i.clipUV).a;
return c;
}
ENDCG
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha, One One
Cull Off
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
ENDCG
}
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
ENDCG
}
}
}