源战役客户端
選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。
 
 
 
 
 

75 行
2.3 KiB

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"
}