88 lines
2.5 KiB
Plaintext
88 lines
2.5 KiB
Plaintext
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 Blend(fixed4 src, fixed4 des)
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{
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return src*src.a + des*(1-src.a);
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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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fixed4 baseColor = fixed4(0,0,0,0);
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fixed4 red = fixed4(1,0,0,texColor.r);
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fixed4 green = fixed4(0,1,0,texColor.g);
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fixed4 blue = fixed4(0,0,1,texColor.b);
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fixed4 alpha = fixed4(0.8, 0.8, 0.8, texColor.a);
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fixed4 rgb=baseColor;
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rgb = Blend(red, rgb);
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rgb = Blend(green,rgb);
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rgb = Blend(blue, rgb);
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rgb = Blend(alpha, rgb);
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rgb.a = max(max(red.a, green.a), max(blue.a, alpha.a));
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UNITY_APPLY_FOG(i.fogCoord, rgb);
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return rgb;
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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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