shaoxiadiablo/Assets/Arts/VFX/Shader/VFX_UV1alpha.shader

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2025-05-18 01:04:31 +08:00
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "VFX/VFX_UV1/alpha"
{
Properties
{
[HDR]_Color("Color", Color) = (1,1,1,1)
_Texture("Texture", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Transparent" }
LOD 0
CGINCLUDE
#pragma target 3.0
ENDCG
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ColorMask RGBA
ZWrite Off
ZTest LEqual
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#define ASE_NEEDS_FRAG_COLOR
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
};
uniform sampler2D _Texture;
uniform half4 _Texture_ST;
uniform half4 _Color;
uniform sampler2D _Mask;
uniform half4 _Mask_ST;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord1.xy = v.ase_texcoord.xy;
o.ase_texcoord1.zw = v.ase_texcoord1.xy;
o.ase_color = v.color;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
half2 uv0_Texture = i.ase_texcoord1.xy * _Texture_ST.xy + _Texture_ST.zw;
half2 uv1_Texture = i.ase_texcoord1.zw * _Texture_ST.xy + _Texture_ST.zw;
half2 appendResult5 = (half2(uv1_Texture.x , uv1_Texture.y));
float2 uv_Mask = i.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw;
finalColor = ( tex2D( _Texture, ( uv0_Texture + appendResult5 ) ) * _Color * i.ase_color * tex2D( _Mask, uv_Mask ) * i.ase_color.a );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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//CHKSM=99E254F46EC13E11C6C5A99FCB6B3B7FD270FA54