82 lines
1.9 KiB
Plaintext
82 lines
1.9 KiB
Plaintext
Shader "DungeonArchitect/MiniMap/Composite"
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{
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Properties
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{
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_LayoutTex("Layout Tex", 2D) = "white" {}
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_OverlayTex("Overlay Tex", 2D) = "white" {}
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_FowTex("Fog of War Tex", 2D) = "white" {}
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_FowEnabled("Fog of War Enabled", int) = 0
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_UVTransform ("UV Transform", Vector) = (0.0, 0.0, 1.0, 1.0)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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ZWrite Off
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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float4 vertex : SV_POSITION;
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};
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sampler2D _LayoutTex;
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sampler2D _OverlayTex;
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sampler2D _FowTex;
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int _FowEnabled;
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float4 _UVTransform;
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float4 _LayoutTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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float2 uv = v.uv / _UVTransform.zw - _UVTransform.xy;
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o.uv = TRANSFORM_TEX(uv, _LayoutTex);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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float u = i.uv.x;
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float v = i.uv.y;
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if (u < 0 || v < 0 || u > 1 || v > 1)
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{
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return fixed4(0, 0, 0, 0);
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}
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fixed4 background = tex2D(_LayoutTex, i.uv) * i.color;
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fixed4 overlay = tex2D(_OverlayTex, i.uv);
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fixed3 col = lerp(background.xyz, overlay.xyz, overlay.a);
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float alpha = 1;
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if (_FowEnabled != 0) {
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alpha = tex2D(_FowTex, i.uv).r;
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}
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return fixed4(col, alpha);
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}
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ENDCG
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}
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}
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}
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