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

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2025-05-18 01:04:31 +08:00
Shader "MY/ColourCastCutout" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_Bright("Bright", Float) = 1
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
_MainTex("Base (RGB)", 2D) = "white" { }
[Toggle] _CastColor("ColorCast?", Float) = 0
_ColourTex("ColourTex (RGB)", 2D) = "white" { }
_CastColorR("CastColorR", Color) = (1,1,1,1)
_CastColorG("CastColorG", Color) = (1,1,1,1)
_CastColorB("CastColorB", Color) = (1,1,1,1)
_CastColorA("CastColorA", Color) = (1,1,1,1)
[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull Mode", Float) = 2
}
SubShader{
Tags { "QUEUE" = "Geometry" "RenderType" = "Opaque" }
LOD 200
Cull[_Cull]
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
//#pragma multi_compile_fog
#pragma multi_compile __ _CASTCOLOR_ON
#include "UnityCG.cginc"
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
//UNITY_FOG_COORDS(1)
//UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
half4 _MainTex_ST;
half4 _Color;
half _Bright;
half _Cutoff;
#ifdef _CASTCOLOR_ON
sampler2D _ColourTex;
//float4 _ColourTex_ST;
half4 _CastColorR;
half4 _CastColorG;
half4 _CastColorB;
half4 _CastColorA;
#endif
v2f vert(appdata_base v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
//UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
//UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
half3 mix(half3 x, half3 y, half a)
{
return x * (1 - a) + y * a;
}
fixed4 frag(v2f i) : SV_Target
{
half4 main = tex2D(_MainTex, i.texcoord);
clip(main.a - _Cutoff);
half3 cc = main.rgb;
#ifdef _CASTCOLOR_ON
half4 mask = tex2D(_ColourTex, i.texcoord);
half gray = Luminance(main.rgb);
//half3 gray = main.rgb;
cc = mix(cc.rgb, (_CastColorR.rgb*(gray*_CastColorR.a)), mask.r);
cc = mix(cc.rgb, (_CastColorG.rgb*(gray*_CastColorG.a)), mask.g);
cc = mix(cc.rgb, (_CastColorB.rgb*(gray*_CastColorB.a)), mask.b);
cc = mix(cc.rgb, (_CastColorA.rgb*(gray*_CastColorA.a)), 1 - mask.a);
#endif
half4 col;
col.rgb = cc * _Color.rgb * (1.0 + 0.25 * _Bright);
col.a = main.a * _Color.a;
//UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
Fallback "Unlit/Transparent Cutout"
}