// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "UIMask/Blend" {
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Properties {
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_MainTex ("Particle Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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//-------------------add----------------------
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_MaskTex("MaskTexture",2D) = "white"{}
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_MinX("Min X", Float) = -10
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_MaxX("Max X", Float) = 10
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_MinY("Min Y", Float) = -10
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_MaxY("Max Y", Float) = 10
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//-------------------add---------------------
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend DstColor One
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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//-------------------add----------------------
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sampler2D _MaskTex;
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float _MinX;
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float _MaxX;
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float _MinY;
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float _MaxY;
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//-------------------add----------------------
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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//-------------------add----------------------
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float3 vpos : TEXCOORD3;
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//-------------------add----------------------
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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//-------------------add----------------------
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o.vpos = mul(unity_ObjectToWorld, v.vertex).xyz;
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//-------------------add----------------------
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return o;
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}
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float _InvFade;
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fixed4 frag (v2f i) : SV_Target
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{
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color *= fade;
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#endif
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fixed4 c = i.color * tex2D(_MainTex, i.texcoord);
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UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode
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//-------------------add----------------------
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fixed2 mask_uv = fixed2((i.vpos.x - _MinX) / (_MaxX - _MinX), (i.vpos.y - _MinY) / (_MaxY - _MinY));
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fixed4 mask_col = tex2D(_MaskTex, mask_uv);
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mask_col.a *= (i.vpos.x >= _MinX);
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mask_col.a *= (i.vpos.x <= _MaxX);
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mask_col.a *= (i.vpos.y >= _MinY);
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mask_col.a *= (i.vpos.y <= _MaxY);
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c.a = mask_col.a;
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clip(mask_col.a - 0.6);
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//return (1, 0, 0, mask_col.a);
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return c;
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//-------------------add----------------------
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}
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ENDCG
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}
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}
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}
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}
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