77 lines
1.8 KiB
Plaintext
77 lines
1.8 KiB
Plaintext
// 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/AdditiveAlphaWriteMask"
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{
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Properties
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{
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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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_UseMask("UseMask",Float) = 0
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_ClipRect("Clip Rect", Vector) = (0,0,0,0)
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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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//BlendOp Add, Max
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Blend One One//, One One
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Cull Off
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ColorMask RGB
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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 multi_compile_fog
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#pragma multi_compile_particles
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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sampler2D _MainTex;
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fixed4 _TintColor;
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float _UseMask;
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float4 _ClipRect;
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struct appdata_t {
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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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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float3 vpos : TEXCOORD2;
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UNITY_FOG_COORDS(1)
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};
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uniform float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vpos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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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 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
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col.rgb *= col.a;
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0, 0, 0, 0));
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if (_UseMask >= 1)
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col *= UnityGet2DClipping(i.vpos.xy, _ClipRect);
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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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} |