shaoxiadiablo/Assets/AGame/Res/Shaders/MY/MYAlphaBlendedMask.shader

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2025-05-18 01:04:31 +08:00
Shader "MY/Alpha Blended Mask" {
Properties
{
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex("Particle Texture", 2D) = "white" {}
_Mask("Mask ( R Channel )", 2D) = "white" {}
[HideInInspector]_Center("Center",Vector) = (0,0,0,1)
[HideInInspector]_Scale("Scale",Vector) = (1,1,1,1)
[HideInInspector]_Normal("Normal",Vector) = (0,0,1,0)
}
Category
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off Lighting Off ZWrite Off
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile SCALE_OFF SCALE_ON
#pragma multi_compile MIRROR_OFF MIRROR_ON
#pragma multi_compile MESH BILLBOARD
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Mask;
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;
float2 texcoordMask : TEXCOORD1;
};
float4 _MainTex_ST;
float4 _Mask_ST;
float4 _Center;
float4 _Scale;
float4 _Normal;
uniform float4x4 _Camera2World;
v2f vert(appdata_t v)
{
v2f o;
#if SCALE_ON
float4 worldpos;
#if BILLBOARD
worldpos = mul(_Camera2World,v.vertex);
#else //BILLBOARD
worldpos = mul(unity_ObjectToWorld,v.vertex);
#endif //BILLBOARD
#if MIRROR_ON
float3 srcDir = _Center.xyz - worldpos.xyz;
float3 refDir = reflect(srcDir,_Normal.xyz);
refDir.y = -srcDir.y;
worldpos.xyz = refDir * _Scale.xyz + _Center.xyz;
#else //MIRROR_ON
worldpos.xyz = (worldpos.xyz - _Center.xyz)*_Scale.xyz + _Center.xyz;
#endif //MIRROR_ON
o.vertex = mul(UNITY_MATRIX_VP, worldpos);
#else //SCALE_ON
o.vertex = UnityObjectToClipPos(v.vertex);
#endif //SCALE_ON
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoordMask = TRANSFORM_TEX(v.texcoord,_Mask);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 c = tex2D(_MainTex, i.texcoord);
c.a *= tex2D(_Mask, i.texcoordMask).r;
return 2.0f * i.color * _TintColor * c;
}
ENDCG
}
}
// ---- Dual texture cards
SubShader
{
Pass
{
SetTexture[_MainTex]
{
constantColor[_TintColor]
combine constant * primary
}
SetTexture[_MainTex]
{
combine texture * previous DOUBLE
}
}
}
// ---- Single texture cards (does not do color tint)
SubShader
{
Pass
{
SetTexture[_MainTex]
{
combine texture * primary
}
}
}
}
}