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HX_MapEditor/Assets/Resources/Shader/cellShader.shader

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2025-06-14 13:46:24 +08:00
Shader "MapEditor/cellShader"
{
Properties
{
_Color("Color", Color) = (0, 0, 0, 0.3)
}
SubShader
{
//Tags { "QUEUE" = "AlphaTest" "RenderType"="Transparent" }
Tags { "QUEUE" = "Overlay" "IGNOREPROJECTOR" = "true" "RenderType"="Transparent" }
ZWrite Off
//LOD 1000
Blend SrcAlpha OneMinusSrcAlpha // <20><>ͳ͸<CDB3><CDB8><EFBFBD><EFBFBD>
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return i.color * _Color;
}
ENDCG
}
}
}