77 lines
1.7 KiB
Plaintext
77 lines
1.7 KiB
Plaintext
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// Author: Blastom
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// 仅用于摄像机拍摄UI面板的RenderTexture
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// 该材质会向颜色Buffer中写入Alpha值,因此不会在没有背景时被剔除
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Shader "Zhanyou/Particles/AlphaBlendMask"
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{
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Properties {
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_MaskTex ("Mask Texture", 2D) = "white" {}
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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 one OneMinusSrcAlpha
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Cull Off
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Lighting Off
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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_fog
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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uniform fixed4 _TintColor;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform sampler2D _MaskTex;
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uniform float4 _MaskTex_ST;
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struct appdata_t
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{
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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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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uv1 = TRANSFORM_TEX(v.texcoord, _MaskTex);
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 maskCol = tex2D(_MaskTex, i.uv1);
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fixed4 col = i.color * _TintColor * fixed4(tex2D(_MainTex, i.uv0).rgb,maskCol.a) * 2.0;
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col.a = clamp(col.a, 0, 1);
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UNITY_APPLY_FOG(i.fogCoord, col);
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col.rgb *= col.a;
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return col;
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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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