Shader "TrailsFX/Effect/TextureStamp" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color1", Color) = (1,1,1,1) _CutOff("Cut Off", Float) = 0.5 _Cull ("Cull", Int) = 2 } SubShader { Tags { "Queue"="Transparent+101" "RenderType"="Transparent" } Pass { Stencil { Ref 2 ReadMask 2 Comp NotEqual Pass replace } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Offset -1, -1 Cull [_Cull] CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap #pragma multi_compile_local _ TRAIL_MASK #pragma multi_compile_local _ TRAIL_LOCAL #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { UNITY_VERTEX_INPUT_INSTANCE_ID float4 pos : SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; fixed _CutOff; sampler2D _MaskTex; float4x4 _PivotMatrix; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors) UNITY_DEFINE_INSTANCED_PROP(float4x4, _ParentMatrices) UNITY_INSTANCING_BUFFER_END(Props) v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 vertex = v.vertex; #if TRAIL_LOCAL vertex = mul(unity_ObjectToWorld, vertex); float4x4 parentMatrix = UNITY_ACCESS_INSTANCED_PROP(Props, _ParentMatrices); vertex = mul(parentMatrix, vertex); vertex = mul(_PivotMatrix, vertex); o.pos = mul(UNITY_MATRIX_VP, vertex); #if TRAIL_COLOR_RAMP o.wpos = vertex.xyz; #endif #else o.pos = UnityObjectToClipPos(vertex); #endif o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); fixed4 col = tex2D(_MainTex, i.uv); clip(col.a - _CutOff); col *= UNITY_ACCESS_INSTANCED_PROP(Props, _Colors); #if TRAIL_MASK fixed4 mask = tex2D(_MaskTex, i.uv); col.a *= mask.r; #endif return col; } ENDCG } } }