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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "UIMask/Blend" {
Properties {
_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 DstColor One
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;
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 *= fade;
#endif
fixed4 c = i.color * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode
//-------------------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
}
}
}
}