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- Shader "Custom/CircleMask" {
- Properties {
- _MainTex ("MainTex", 2D) = "white" {}
- _MaskTex ("MaskTex", 2D) = "white" {}
- [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
-
- //MASK SUPPORT ADD
- _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
- //MASK SUPPORT END
-
- }
- SubShader {
- Tags {
- "IgnoreProjector"="True"
- "Queue"="Transparent"
- "RenderType"="Transparent"
- }
-
- //MASK SUPPORT ADD
- Stencil
- {
- Ref [_Stencil]
- Comp [_StencilComp]
- Pass [_StencilOp]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- }
- ColorMask [_ColorMask]
- //MASK SUPPORT END
-
- Pass {
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #pragma target 3.0
-
- uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
- uniform sampler2D _MaskTex; uniform float4 _MaskTex_ST;
-
- struct VertexInput {
- float4 vertex : POSITION;
- float2 texcoord0 : TEXCOORD0;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- };
-
- VertexOutput vert (VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv0 = v.texcoord0;
- o.pos = UnityObjectToClipPos( v.vertex );
- return o;
- }
-
- float4 frag(VertexOutput i) : COLOR {
- float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
- float3 finalColor = _MainTex_var.rgb;
- float4 _MaskTex_var = tex2D(_MaskTex,TRANSFORM_TEX(i.uv0, _MaskTex));
- return fixed4(finalColor,_MaskTex_var.a*_MainTex_var.a);
- }
- ENDCG
- }
- }
-
- //FallBack "Diffuse"
- }
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