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Shader "Solid Color (Alpha)" {
Properties
{
_Color ("Color", Color) = (0.5, 0.5, 0.5, 0.5)
}
SubShader
{
ZWrite On
GrabPass { }
Pass
{
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _GrabTexture;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = o.pos;
return o;
}
half4 frag(v2f i) : COLOR
{
float2 coord = 0.5 + 0.5 * i.uv.xy / i.uv.w;
fixed4 tex = tex2D(_GrabTexture, float2(coord.x, 1 - coord.y));
return fixed4(lerp(tex.rgb, _Color.rgb, _Color.a), 1);
}
ENDCG
}
}
}
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