Shader "Fog of War/Diffuse"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert vertex:vert
sampler2D _MainTex;
fixed4 _Color;
//sampler2D _FogTex0;
//sampler2D _FogTex1;
//uniform float4 _Params;
//uniform half4 _Unexplored;
//uniform half4 _Explored;
struct Input
{
float2 uv_MainTex;
//float2 fog : TEXCOORD2;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
//float4 worldPos = mul (_Object2World, v.vertex);
//o.fog.xy = worldPos.xz * _Params.z + _Params.xy;
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
//half4 fog = lerp(tex2D(_FogTex0, IN.fog), tex2D(_FogTex1, IN.fog), _Params.w);
//c.rgb = lerp(lerp(c.rgb * _Unexplored, c.rgb * _Explored, fog.g), c.rgb, fog.r);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Diffuse"
}