BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/Utilities/UnlitChannelMask.shader

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2025-03-14 21:04:19 +08:00
Shader "Hidden/Griffin/UnlitChannelMask"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Mask ("Mask", Vector) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
ZTest Always
ZWrite Off
Pass
{
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;
float4 _Mask;
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);
col = float4(col.x*_Mask.x, col.y*_Mask.y, col.z*_Mask.z, col.w*_Mask.w);
return col;
}
ENDCG
}
}
}