BITFALL/Assets/Plugins/Trails FX/Resources/TrailsFX/TrailMask.shader

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2023-11-02 20:58:55 +08:00
Shader "TrailsFX/Mask" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_CutOff("Cut Off", Float) = 0.5
_Cull ("Cull", Int) = 2
}
SubShader
{
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" }
// Create mask
Pass
{
Stencil {
Ref 2
WriteMask 2
Comp always
Pass replace
}
ColorMask 0
ZTest Always
ZWrite Off
Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed _CutOff;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
#if TRAIL_ALPHACLIP
clip(col.a - _CutOff);
#endif
return 0;
}
ENDCG
}
}
}