// Author: Blastom // 仅用于摄像机拍摄UI面板的RenderTexture // 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 Shader "Zhanyou/Particles/AlphaBlendMask" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _MaskTex ("Mask Texture", 2D) = "white" {} } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend one OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" #include "UnityUI.cginc" uniform fixed4 _TintColor; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _MaskTex; uniform float4 _MaskTex_ST; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; UNITY_FOG_COORDS(2) }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv1 = TRANSFORM_TEX(v.texcoord, _MaskTex); UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 maskCol = tex2D(_MaskTex, i.uv1); fixed4 col = i.color * _TintColor * fixed4(tex2D(_MainTex, i.uv0).rgb,maskCol.a) * 2.0; col.a = clamp(col.a, 0, 1); UNITY_APPLY_FOG(i.fogCoord, col); col.rgb *= col.a; return col; } ENDCG } } } }