Created
August 10, 2017 12:53
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Position as UV1のテスト
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Shader "Custom/UV1Sample" { | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_SubTex("SubTexture", 2D) = "white"{} | |
_Size("Size", Float) = 0.1 | |
_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 | |
} | |
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] | |
Fog { Mode Off } | |
Blend One Zero | |
ColorMask [_ColorMask] | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
half2 texcoord1 : TEXCOORD1; // new! | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
half2 uv1 : TEXCOORD0; | |
half2 uv2 : TEXCOORD1; // new! | |
}; | |
v2f vert(appdata_t IN) | |
{ | |
v2f OUT; | |
OUT.vertex = UnityObjectToClipPos(IN.vertex); | |
OUT.uv1 = IN.texcoord; | |
OUT.uv2 = IN.texcoord1; // new! | |
#ifdef UNITY_HALF_TEXEL_OFFSET | |
OUT.vertex.xy -= (_ScreenParams.zw-1.0); | |
#endif | |
OUT.color = IN.color; | |
return OUT; | |
} | |
sampler2D _MainTex; | |
sampler2D _SubTex; | |
float _Size; | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
half4 color = tex2D(_MainTex, IN.uv1) * IN.color; | |
color.a = color.a * tex2D(_SubTex, IN.uv2 * _Size).a; // new! | |
clip (color.a - 0.01); | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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