add
This commit is contained in:
@@ -0,0 +1,138 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Hidden/Unlit/Transparent Masked 3"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
|
||||
_Mask ("Alpha (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 200
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Offset -1, -1
|
||||
Fog { Mode Off }
|
||||
ColorMask RGB
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Mask;
|
||||
float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
|
||||
float4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);
|
||||
float4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);
|
||||
float4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);
|
||||
float4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);
|
||||
float4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
fixed4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float4 worldPos : TEXCOORD2;
|
||||
float2 worldPos2 : TEXCOORD3;
|
||||
fixed4 color : COLOR;
|
||||
};
|
||||
|
||||
float2 Rotate (float2 v, float2 rot)
|
||||
{
|
||||
float2 ret;
|
||||
ret.x = v.x * rot.y - v.y * rot.x;
|
||||
ret.y = v.x * rot.x + v.y * rot.y;
|
||||
return ret;
|
||||
}
|
||||
|
||||
v2f o;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.color = v.color;
|
||||
o.texcoord = v.texcoord;
|
||||
o.texcoord1 = v.texcoord1;
|
||||
o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
|
||||
o.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;
|
||||
o.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.xy;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f IN) : COLOR
|
||||
{
|
||||
// First clip region
|
||||
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;
|
||||
float f = min(factor.x, factor.y);
|
||||
|
||||
// Second clip region
|
||||
factor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;
|
||||
f = min(f, min(factor.x, factor.y));
|
||||
|
||||
// Third clip region
|
||||
factor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;
|
||||
f = min(f, min(factor.x, factor.y));
|
||||
|
||||
// Sample the texture
|
||||
half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
|
||||
col.a *= clamp(f, 0.0, 1.0);
|
||||
col.a *= tex2D(_Mask, IN.texcoord1).a;
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 100
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
ColorMask RGB
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMaterial AmbientAndDiffuse
|
||||
|
||||
SetTexture [_MainTex]
|
||||
{
|
||||
Combine Texture * Primary
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user