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October 6, 2016 15:46
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Unity shader to use a sprite as a transparent mask. You can for example have a animated sprite-sheet in a augmented reality scene and occlude it by real world objects.
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Shader "Sprites/SpriteMask" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_Cutoff("Base Alpha cutoff", Range(0,1)) = .5 | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue" = "AlphaTest" | |
} | |
Cull Off | |
Lighting Off | |
ZWrite On | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
fixed4 _Color; | |
float _Cutoff; | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
OUT.vertex = UnityObjectToClipPos(IN.vertex); | |
OUT.texcoord = IN.texcoord; | |
OUT.color = IN.color * _Color; | |
return OUT; | |
} | |
struct fragOut | |
{ | |
float4 color : SV_Target; | |
float zvalue : SV_Depth; | |
}; | |
sampler2D _MainTex; | |
fixed4 SampleSpriteTexture(float2 uv) | |
{ | |
fixed4 color = half4(1,1,1,1 - tex2D(_MainTex, uv).a); | |
return color; | |
} | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
fixed4 c; | |
c = SampleSpriteTexture(IN.texcoord); | |
c.rgb *= c.a; | |
if (c.a > _Cutoff) | |
discard; | |
return c; | |
} | |
ENDCG | |
} | |
} | |
} |
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