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Shader "Unlit/Transparent Tint"
{
Properties
{
_Color ("Tint", Color) = (1, 1, 1, 0.5)
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
};
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return i.color * _Color;
}
ENDCG
}
}
}