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  1. // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
  2. Shader "UIMask/Alpha Blended" {
  3. Properties {
  4. _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
  5. _MainTex ("Particle Texture", 2D) = "white" {}
  6. _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
  7. //-------------------add----------------------
  8. _MaskTex("MaskTexture",2D) = "white"{}
  9. _MinX("Min X", Float) = -10
  10. _MaxX("Max X", Float) = 10
  11. _MinY("Min Y", Float) = -10
  12. _MaxY("Max Y", Float) = 10
  13. //-------------------add---------------------
  14. }
  15. Category {
  16. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
  17. Blend SrcAlpha OneMinusSrcAlpha
  18. ColorMask RGB
  19. Cull Off Lighting Off ZWrite Off
  20. SubShader {
  21. Pass {
  22. CGPROGRAM
  23. #pragma vertex vert
  24. #pragma fragment frag
  25. #pragma target 2.0
  26. #pragma multi_compile_particles
  27. #pragma multi_compile_fog
  28. #include "UnityCG.cginc"
  29. sampler2D _MainTex;
  30. fixed4 _TintColor;
  31. //-------------------add----------------------
  32. sampler2D _MaskTex;
  33. float _MinX;
  34. float _MaxX;
  35. float _MinY;
  36. float _MaxY;
  37. //-------------------add----------------------
  38. struct appdata_t {
  39. float4 vertex : POSITION;
  40. fixed4 color : COLOR;
  41. float2 texcoord : TEXCOORD0;
  42. UNITY_VERTEX_INPUT_INSTANCE_ID
  43. };
  44. struct v2f {
  45. float4 vertex : SV_POSITION;
  46. fixed4 color : COLOR;
  47. float2 texcoord : TEXCOORD0;
  48. UNITY_FOG_COORDS(1)
  49. #ifdef SOFTPARTICLES_ON
  50. float4 projPos : TEXCOORD2;
  51. #endif
  52. UNITY_VERTEX_OUTPUT_STEREO
  53. //-------------------add----------------------
  54. float3 vpos : TEXCOORD3;
  55. //-------------------add----------------------
  56. };
  57. float4 _MainTex_ST;
  58. v2f vert (appdata_t v)
  59. {
  60. v2f o;
  61. UNITY_SETUP_INSTANCE_ID(v);
  62. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  63. o.vertex = UnityObjectToClipPos(v.vertex);
  64. #ifdef SOFTPARTICLES_ON
  65. o.projPos = ComputeScreenPos (o.vertex);
  66. COMPUTE_EYEDEPTH(o.projPos.z);
  67. #endif
  68. o.color = v.color * _TintColor;
  69. o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
  70. UNITY_TRANSFER_FOG(o,o.vertex);
  71. //-------------------add----------------------
  72. o.vpos = mul(unity_ObjectToWorld, v.vertex).xyz;
  73. //-------------------add----------------------
  74. return o;
  75. }
  76. UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
  77. float _InvFade;
  78. fixed4 frag (v2f i) : SV_Target
  79. {
  80. #ifdef SOFTPARTICLES_ON
  81. float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
  82. float partZ = i.projPos.z;
  83. float fade = saturate (_InvFade * (sceneZ-partZ));
  84. i.color.a *= fade;
  85. #endif
  86. fixed4 c = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
  87. 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)
  88. UNITY_APPLY_FOG(i.fogCoord, c);
  89. //-------------------add----------------------
  90. fixed2 mask_uv = fixed2((i.vpos.x - _MinX) / (_MaxX - _MinX), (i.vpos.y - _MinY) / (_MaxY - _MinY));
  91. fixed4 mask_col = tex2D(_MaskTex, mask_uv);
  92. mask_col.a *= (i.vpos.x >= _MinX);
  93. mask_col.a *= (i.vpos.x <= _MaxX);
  94. mask_col.a *= (i.vpos.y >= _MinY);
  95. mask_col.a *= (i.vpos.y <= _MaxY);
  96. c.a = min(mask_col.a,c.a);
  97. //clip(mask_col.a - 0.6);
  98. //return (1, 0, 0, mask_col.a);
  99. return c;
  100. //-------------------add----------------------
  101. }
  102. ENDCG
  103. }
  104. }
  105. }
  106. }