Created
March 27, 2019 08:24
-
-
Save q8f13/f7abf84321d81b3af5a936d2d9abf932 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "UI/TextureMask" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
_StencilComp ("Stencil Comparison", Float) = 8 | |
_Stencil ("Stencil ID", Float) = 0 | |
_StencilOp ("Stencil Operation", Float) = 0 | |
_StencilWriteMask ("Stencil Write Mask", Float) = 255 | |
_StencilReadMask ("Stencil Read Mask", Float) = 255 | |
_ColorMask ("Color Mask", Float) = 15 | |
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 | |
_MaskTex("MaskTexture",2D) = "white"{} | |
} | |
SubShader | |
{ | |
Tags | |
{ | |
"Queue"="Transparent" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
"PreviewType"="Plane" | |
"CanUseSpriteAtlas"="True" | |
} | |
Stencil | |
{ | |
Ref [_Stencil] | |
Comp [_StencilComp] | |
Pass [_StencilOp] | |
ReadMask [_StencilReadMask] | |
WriteMask [_StencilWriteMask] | |
} | |
Cull Off | |
Lighting Off | |
ZWrite Off | |
ZTest [unity_GUIZTestMode] | |
Blend SrcAlpha OneMinusSrcAlpha | |
ColorMask [_ColorMask] | |
Pass | |
{ | |
Name "Default" | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#include "UnityCG.cginc" | |
#include "UnityUI.cginc" | |
#pragma multi_compile __ UNITY_UI_ALPHACLIP | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
half2 texcoord : TEXCOORD0; | |
float4 worldPosition : TEXCOORD1; | |
}; | |
fixed4 _Color; | |
fixed4 _TextureSampleAdd; | |
float4 _ClipRect; | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
OUT.worldPosition = IN.vertex; | |
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); | |
OUT.texcoord = IN.texcoord; | |
#ifdef UNITY_HALF_TEXEL_OFFSET | |
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1) * OUT.vertex.w; | |
#endif | |
OUT.color = IN.color * _Color; | |
return OUT; | |
} | |
sampler2D _MainTex; | |
sampler2D _MaskTex; | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; | |
half4 maskCol = tex2D(_MaskTex, IN.texcoord); | |
color.a = maskCol.a; | |
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); | |
#ifdef UNITY_UI_ALPHACLIP | |
clip (color.a - 0.001); | |
#endif | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment