powerfun-unity/Assets/Chart And Graph/Shaders/SolidCanvasShader.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// this shader created a basic gradient between an initial color to an
Shader "Chart/Canvas/Solid"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,0)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags{ "Queue" = "Transparent"
"RenderType" = "Transparent" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ColorMask[_ColorMask]
Pass{
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
CGPROGRAM
#pragma vertex lerpVertex
#pragma fragment sampleFragment
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
uniform float4 _MainTex_ST;
struct vertexData
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
fixed4 color : COLOR;
};
vertexData lerpVertex(appdata_full v)
{
vertexData res;
res.pos = UnityObjectToClipPos(v.vertex);
res.color = _Color;
res.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return res;
}
float4 sampleFragment(vertexData v) : COLOR
{
fixed4 texData = tex2D(_MainTex, v.uv) * v.color;
return texData;
}
ENDCG
}
}
}