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Cryville.EEW.Unity/Assets/Shaders/Masked.shader
2025-07-04 23:49:48 +08:00

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Shader "Map/Masked" {
Properties {
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" { }
[IntRange] _Mask ("Mask", Range(0, 255)) = 0
}
SubShader {
Tags { "RenderType" = "Opaque" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Stencil {
Ref 0
ReadMask [_Mask]
Comp Equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
clip(col.a - 0.5);
return col;
}
ENDCG
}
}
}