25 lines
548 B
HLSL

struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR; // set from Image component property
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.color = v.color;
return o;
}
inline fixed4 mixAlpha(fixed4 mainTexColor, fixed4 color, float sdfAlpha){
fixed4 col = mainTexColor * color;
col.a = min(col.a, sdfAlpha);
return col;
}