BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/LivePreview/MaskVisualizer.shader

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