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 } } } } }