74 lines
1.8 KiB
Plaintext
74 lines
1.8 KiB
Plaintext
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Shader "Hidden/Griffin/Mask4Channels"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent"}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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ZTest LEqual
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Offset -1, -1
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#include "LivePreviewCommon.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.uv = v.uv;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.screenPos = ComputeScreenPos(o.pos);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float2 screenPos = i.screenPos.xy / i.screenPos.w;
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float2 pixel = screenPos.xy * _ScreenParams.xy;
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if (floor(pixel.x) % 2 != 0 || floor(pixel.y) % 2 != 0)
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{
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discard;
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}
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fixed4 texColor = tex2D(_MainTex, i.uv);
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fixed3 rgb = lerp(texColor.rgb, fixed3(0.8, 0.8, 0.8), texColor.a);
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fixed4 col = fixed4(rgb, 1);
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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