// 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 } } } }