HeavenStudio/Assets/Shaders/Invert.shader
2021-12-20 20:10:49 -05:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ddShaders/dd_Invert" {
Properties
{
_Color ("Tint Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" }
Pass
{
ZWrite On
ColorMask 0
}
Blend OneMinusDstColor OneMinusSrcAlpha //invert blending, so long as FG color is 1,1,1,1
BlendOp Add
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform float4 _Color;
struct vertexInput
{
float4 vertex: POSITION;
float4 color : COLOR;
};
struct fragmentInput
{
float4 pos : SV_POSITION;
float4 color : COLOR0;
};
fragmentInput vert( vertexInput i )
{
fragmentInput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.color = _Color;
return o;
}
half4 frag( fragmentInput i ) : COLOR
{
return i.color;
}
ENDCG
}
}
}