// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UIMask/AdditiveMask" { 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" } Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } // ---- Fragment program cards SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #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; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif //-------------------add---------------------- float3 vpos : TEXCOORD2; //-------------------add---------------------- }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); //-------------------add---------------------- o.vpos = mul(unity_ObjectToWorld, v.vertex).xyz; //-------------------add---------------------- return o; } sampler2D _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : COLOR { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_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 * _TintColor * tex2D(_MainTex, i.texcoord); //-------------------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 = mask_col.a; clip(mask_col.a - 0.6); //return (1, 0, 0, mask_col.a); return c; //-------------------add---------------------- } ENDCG } } // ---- Dual texture cards SubShader { Pass { SetTexture [_MainTex] { constantColor [_TintColor] combine constant * primary } SetTexture [_MainTex] { combine texture * previous DOUBLE } } } // ---- Single texture cards (does not do color tint) SubShader { Pass { SetTexture [_MainTex] { combine texture * primary } } } } }