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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
-
- Shader "UIMask/Alpha Blended" {
- Properties {
- _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
- _MainTex ("Particle Texture", 2D) = "white" {}
- _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
- //-------------------add----------------------
- _MaskTex("MaskTexture",2D) = "white"{}
- _MinX("Min X", Float) = -10
- _MaxX("Max X", Float) = 10
- _MinY("Min Y", Float) = -10
- _MaxY("Max Y", Float) = 10
-
- //-------------------add---------------------
- }
-
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask RGB
- Cull Off Lighting Off ZWrite Off
-
- SubShader {
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #pragma multi_compile_particles
- #pragma multi_compile_fog
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- fixed4 _TintColor;
- //-------------------add----------------------
- sampler2D _MaskTex;
- float _MinX;
- float _MaxX;
- float _MinY;
- float _MaxY;
- //-------------------add----------------------
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD2;
- #endif
- UNITY_VERTEX_OUTPUT_STEREO
- //-------------------add----------------------
- float3 vpos : TEXCOORD3;
- //-------------------add----------------------
- };
-
- float4 _MainTex_ST;
-
- v2f vert (appdata_t v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- #ifdef SOFTPARTICLES_ON
- o.projPos = ComputeScreenPos (o.vertex);
- COMPUTE_EYEDEPTH(o.projPos.z);
- #endif
- o.color = v.color * _TintColor;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- //-------------------add----------------------
- o.vpos = mul(unity_ObjectToWorld, v.vertex).xyz;
- //-------------------add----------------------
- return o;
- }
-
- UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
- float _InvFade;
-
- fixed4 frag (v2f i) : SV_Target
- {
- #ifdef SOFTPARTICLES_ON
- float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
- float partZ = i.projPos.z;
- float fade = saturate (_InvFade * (sceneZ-partZ));
- i.color.a *= fade;
- #endif
-
- fixed4 c = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
- c.a = saturate(c.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behaior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
-
- UNITY_APPLY_FOG(i.fogCoord, c);
-
-
- //-------------------add----------------------
- fixed2 mask_uv = fixed2((i.vpos.x - _MinX) / (_MaxX - _MinX), (i.vpos.y - _MinY) / (_MaxY - _MinY));
- fixed4 mask_col = tex2D(_MaskTex, mask_uv);
- mask_col.a *= (i.vpos.x >= _MinX);
- mask_col.a *= (i.vpos.x <= _MaxX);
- mask_col.a *= (i.vpos.y >= _MinY);
- mask_col.a *= (i.vpos.y <= _MaxY);
- c.a = min(mask_col.a,c.a);
- //clip(mask_col.a - 0.6);
- //return (1, 0, 0, mask_col.a);
- return c;
- //-------------------add----------------------
- }
- ENDCG
- }
- }
- }
- }
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