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25'ten fazla konu seçemezsiniz Konular bir harf veya rakamla başlamalı, kısa çizgiler ('-') içerebilir ve en fazla 35 karakter uzunluğunda olabilir.

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