102 lines
2.4 KiB
Plaintext
102 lines
2.4 KiB
Plaintext
Shader "Custom/ImageMask"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Mask ("Base (RGB)", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct a2v
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{
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fixed2 uv : TEXCOORD0;
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half4 vertex : POSITION;
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float4 color : COLOR;
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};
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fixed4 _Color;
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struct v2f
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{
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fixed2 uv : TEXCOORD0;
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half4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _MainTex;
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sampler2D _Mask;
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v2f vert (a2v i)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(i.vertex);
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o.uv = i.uv;
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o.color = i.color * _Color;
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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half4 color = tex2D(_MainTex, i.uv) * i.color;
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half4 mask = tex2D(_Mask, i.uv);
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color.a *= mask.a;
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return color;
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}
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ENDCG
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}
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}
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} |