// 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/AlphaBlendAlphaWrite" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} //_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 _ClipRect("Clip Rect", Vector) = (0,0,0,0) _UseMask("UseMask",Float) = 0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One OneMinusSrcAlpha //Blend One One//, One 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_fog #include "UnityCG.cginc" #include "UnityUI.cginc" float _UseMask; float4 _ClipRect; sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float3 vpos : TEXCOORD2; UNITY_FOG_COORDS(1) }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.vpos = mul(unity_ObjectToWorld, v.vertex).xyz; o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = i.color * _TintColor * tex2D(_MainTex, i.texcoord); col.a = clamp(col.a, 0, 1); UNITY_APPLY_FOG(i.fogCoord, col); col.rgb *= col.a; if (_UseMask >= 1) col *= UnityGet2DClipping(i.vpos.xy, _ClipRect); return col; } ENDCG } } } }