Skip to content

Instantly share code, notes, and snippets.

@jagt
Created November 17, 2014 06:35
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save jagt/3d0f1710d3d4e6c72249 to your computer and use it in GitHub Desktop.
Save jagt/3d0f1710d3d4e6c72249 to your computer and use it in GitHub Desktop.
// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - no per-material color
// - accepts a masking texture of the scale of screen
Shader "Unlit/Transparent With Mask" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_MaskTex ("Mask Tex", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
float4 screenpos : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _MaskTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.screenpos = o.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
// correct way to get a matching screen coord of [0, 1]
half2 masktexcoord = 0.5 * (i.screenpos.xy / i.screenpos.w + 1.0);
fixed4 mask = tex2D(_MaskTex, masktexcoord);
col.a = mask.a;
return col;
}
ENDCG
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment