Created
November 17, 2014 06:35
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// 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 | |
} | |
} | |
} |
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