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@kennir
Created July 13, 2016 05:58
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Clipping sprite shader for Unity
Shader "Sprites/Clipped"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_ClipX ("Clip X", Range(0.0, 2000.0)) = 0
_ClipY ("Clip Y", Range(0.0, 1000.0)) = 0
_Width ("Width", Range(0.0, 2000.0)) = 2000
_Height ("Height", Range(0.0, 1000.0)) = 1000
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float2 screenPos : TEXCOORD1;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
OUT.screenPos.xy = ComputeScreenPos(OUT.vertex).xy * _ScreenParams.xy;
return OUT;
}
sampler2D _MainTex;
float _Width;
float _Height;
float _ClipX;
float _ClipY;
fixed4 frag(v2f IN) : SV_Target
{
if ((IN.screenPos.x < _ClipX) || (IN.screenPos.x > _ClipX + _Width) || (IN.screenPos.y < _ClipY) || (IN.screenPos.y > _ClipY + _Height))
{
fixed4 transparent = fixed4(0, 0, 0, 0);
return transparent;
}
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
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