Shader "UI/ObjMask"
|
|
{
|
|
Properties
|
|
{
|
|
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
|
|
_Color("Tint", Color) = (1,1,1,1)
|
|
_ColorMask("Color Mask", Float) = 0
|
|
|
|
_StencilID("Stencil ID", Float) = 0
|
|
[HideInInspector]_Stencil("", Float) = 1
|
|
[HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
|
|
[HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
|
|
[HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
[HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
|
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"Queue" = "Transparent"
|
|
"IgnoreProjector" = "True"
|
|
"RenderType" = "Transparent"
|
|
"PreviewType" = "Plane"
|
|
"CanUseSpriteAtlas" = "True"
|
|
}
|
|
|
|
//UI Mask
|
|
Stencil
|
|
{
|
|
Ref [_StencilID]
|
|
Comp Always
|
|
Pass Replace
|
|
}
|
|
|
|
Cull Off
|
|
Lighting Off
|
|
ZWrite Off
|
|
ZTest[unity_GUIZTestMode]
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
ColorMask[_ColorMask]
|
|
|
|
Pass
|
|
{
|
|
Name "Default"
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 2.0
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "UnityUI.cginc"
|
|
|
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
|
|
struct appdata_t
|
|
{
|
|
float4 vertex : POSITION;
|
|
float4 color : COLOR;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
fixed4 color : COLOR;
|
|
half2 texcoord : TEXCOORD0;
|
|
float4 worldPosition : TEXCOORD1;
|
|
};
|
|
|
|
fixed4 _Color;
|
|
fixed4 _TextureSampleAdd;
|
|
float4 _ClipRect;
|
|
|
|
v2f vert(appdata_t IN)
|
|
{
|
|
v2f OUT;
|
|
OUT.worldPosition = IN.vertex;
|
|
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
|
|
|
OUT.texcoord = IN.texcoord;
|
|
|
|
#ifdef UNITY_HALF_TEXEL_OFFSET
|
|
OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1) * OUT.vertex.w;
|
|
#endif
|
|
|
|
OUT.color = IN.color * _Color;
|
|
return OUT;
|
|
}
|
|
|
|
sampler2D _MainTex;
|
|
|
|
fixed4 frag(v2f IN) : SV_Target
|
|
{
|
|
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
|
|
|
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
|
|
|
#ifdef UNITY_UI_ALPHACLIP
|
|
clip(color.a - 0.001);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|