Negin Soltani 37239732ac Initial Push
- Globe Asset
- Spatial Anchors
- Photon Implementation
- Scripts for Globe Control and Initial Country Colorizing
- Script for Reading csv file
2024-05-16 14:41:23 +02:00

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Shader "World Political Map/Unlit Tile Overlay Alpha" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("Texture 1", 2D) = "white"
[NoScaleOffset] _MainTex1 ("Texture 2", 2D) = "white"
[NoScaleOffset] _MainTex2 ("Texture 3", 2D) = "white"
[NoScaleOffset] _MainTex3 ("Texture 4", 2D) = "white"
}
SubShader {
Tags {
// "Queue"="Geometry-19"
"Queue"="Transparent"
}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
// Offset 4, 4
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _MainTex1;
sampler2D _MainTex2;
sampler2D _MainTex3;
fixed4 _Color;
struct appdata {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
fixed4 color: COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
fixed4 color: COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.color = v.color;
return o;
}
fixed4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 p0 = tex2D(_MainTex, i.uv);
fixed4 p1 = tex2D(_MainTex1, i.uv);
fixed4 p2 = tex2D(_MainTex2, i.uv);
fixed4 p3 = tex2D(_MainTex3, i.uv);
fixed4 p = p0 * i.color.rrrr + p1 * i.color.gggg + p2 * i.color.bbbb + p3 * i.color.aaaa;
p.a *= _Color.a;
return p;
}
ENDCG
}
}
}