Shader "Zhanyou/SkillWarningRectBlend" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _Width ("Width", Float) = 1 _Height ("Height", Float) = 1 } Subshader{ Tags{ "Queue" = "Transparent-2" } ZWrite Off Lighting Off ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha CGINCLUDE #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; float4 color : COLOR; }; struct a2v { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; }; v2f vert(a2v v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; o.color = v.color; return o; } uniform sampler2D _MainTex; uniform float4 _TintColor; uniform half _Width; uniform half _Height; fixed4 frag(v2f i) : SV_Target { float2 uv = i.uv; uv.x = clamp(abs(uv.x - 0.5) * _Width - (_Width - 1) * 0.5, 0, 0.5); uv.x = 0.5 + uv.x; uv.y = clamp(abs(uv.y - 0.5) * _Height - (_Height - 1) * 0.5, 0, 0.5); uv.y = 0.5 + uv.y; fixed4 res = tex2D(_MainTex, uv); res *= _TintColor * i.color; res = min(res, fixed4(1, 1, 1, 1)); return res; } ENDCG Pass { Stencil { Ref 1 Comp Equal } CGPROGRAM ENDCG } Pass { Stencil { Ref 1 Comp NotEqual } ZTest Always CGPROGRAM ENDCG } } }