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" }