89 lines
1.7 KiB
Plaintext
89 lines
1.7 KiB
Plaintext
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Zhanyou/MaskGradient"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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// required for UI.Mask
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_ColorMask("Color Mask", Float) = 15
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}
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SubShader
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{
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Tags
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{
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// ...
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}
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// required for UI.Mask
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Stencil
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{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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}
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ColorMask[_ColorMask]
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Back
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// I tried to edit these with no results
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ZWrite Off
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ZTest Off
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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 glsl_no_auto_normalization
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sampler2D _MainTex;
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struct VertexInput
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{
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fixed4 position : POSITION;
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fixed2 uv : TEXCOORD0;
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fixed4 tintColor : COLOR;
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};
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struct VertexOutput
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{
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fixed4 position : SV_POSITION;
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fixed2 uv : TEXCOORD0;
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fixed4 tintColor : COLOR;
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};
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VertexOutput vert(VertexInput input)
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{
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VertexOutput output;
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output.position = UnityObjectToClipPos(input.position);
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output.uv = input.uv;
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output.tintColor = input.tintColor;
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return output;
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}
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fixed4 frag(VertexOutput input) : COLOR
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{
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fixed4 fragmentColor = tex2D(_MainTex, input.uv) * input.tintColor;
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return fragmentColor;
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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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