56 lines
1.4 KiB
Plaintext
56 lines
1.4 KiB
Plaintext
Shader "Custom/Portal"
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{
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// shader for the portals, suprisingly straightforward so nothing should go wrong here
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Properties
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{
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_InactiveColour ("Inactive Colour", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Cull Off
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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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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 screenPos : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _InactiveColour;
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int displayMask; // set to 1 to display texture, otherwise will draw test colour
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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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o.screenPos = ComputeScreenPos(o.vertex);
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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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float2 uv = i.screenPos.xy / i.screenPos.w;
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fixed4 portalCol = tex2D(_MainTex, uv);
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return portalCol * displayMask + _InactiveColour * (1-displayMask);
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}
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ENDCG
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}
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}
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Fallback "Standard" // for shadows
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}
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