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Showing posts from May, 2014

Unity - Pixel/Fragment Shader

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Shader   " Custom /SamplePixelShader "  {      Properties {          _Color  ( " Main   Color " ,  Color ) = ( 1 , 0 , 1 , 1 )          _MainTex  ( " Texture   RGBA " ,  2D ) =  " white "  {}          // _Alpha (" Alpha " , Range ( 0 , 1 )) =  0 . 5          // _SpecColor  (" Spec   Color ",  Color ) = ( 1 , 1 , 1 , 0 )          // _Emission  (" Emissive   Color ",  Color ) = ( 0 , 0 , 0 , 0 )          // _Shininess  (" Shininess ",  Range  ( 0 . 1 ,  1 )) =  0 . 7     }      Category {                    SubShader         {              Tags  {  " Queue "  =  " Transparent "     " IgnoreProjector " = " True "   " RenderType " = " Transparent " }              Pass {                  ZWrite   On                  ColorMask   0                  }              Pass               {                  Cull   Off                  Blend   SrcAlpha   OneMin

Unity - Surface Shader

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Shader   " Custom / Unlit / Hologram "  {      Properties  {          _Color  ( " Main   Color " ,  Color ) = ( 1 , 0 , 1 , 1 )          _MainTex  ( " Texture   RGBA " ,  2D ) =  " white "  {}          _Alpha ( " Alpha "  , Range ( 0 , 1 )) =  0.5          _SpecColor  ( " Spec   Color " ,  Color ) = ( 1 , 1 , 1 , 0 )          _Emission  ( " Emissive   Color " ,  Color ) = ( 0 , 0 , 0 , 0 )          _Shininess  ( " Shininess " ,  Range  ( 0.1 ,  1 )) =  0.7     }      Category     {          ZWrite   On          ColorMask   0          SubShader         {              Tags  { " Queue " = " Transparent "   " IgnoreProjector " = " True "   " RenderType " = " Transparent " }              LOD   200              //   extra   pass   that   renders   to   depth   buffer   only              Pass             {                  Blend   SrcAlpha   OneMinusSrcA