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| Shader "Custom/AlphaMask_Unlit" | |
| { | |
| Properties | |
| { | |
| _TintColor ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5) | |
| _MainTex ("Base (RGB)", 2D) = "white" { } | |
| _AlphaMask ("Alpha Mask", 2D) = "white" { } | |
| _AlphaAmount ("Alpha Amount", Range(-1, 1)) = 1 | |
| } | |
| SubShader | |
| { | |
| Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } | |
| ZWrite Off | |
| Blend SrcAlpha OneMinusSrcAlpha | |
| Pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #pragma target 2.0 | |
| #pragma multi_compile_fog | |
| #include "UnityCG.cginc" | |
| struct appdata_t | |
| { | |
| float4 vertex: POSITION; | |
| float2 texcoord: TEXCOORD0; | |
| float2 uv_AlphaMask: TEXCOORD1; | |
| fixed4 color: COLOR; | |
| }; | |
| struct v2f | |
| { | |
| float4 vertex: SV_POSITION; | |
| float2 texcoord: TEXCOORD0; | |
| float2 uv_AlphaMask: TEXCOORD1; | |
| fixed4 color: COLOR; | |
| UNITY_FOG_COORDS(1) | |
| }; | |
| fixed4 _TintColor; | |
| sampler2D _MainTex; | |
| float4 _MainTex_ST; | |
| sampler2D _AlphaMask; | |
| half _AlphaAmount; | |
| v2f vert(appdata_t v) | |
| { | |
| v2f o; | |
| o.vertex = UnityObjectToClipPos(v.vertex); | |
| o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | |
| o.uv_AlphaMask = v.uv_AlphaMask; | |
| o.color = 2.0f * v.color * _TintColor; | |
| UNITY_TRANSFER_FOG(o, o.vertex); | |
| return o; | |
| } | |
| fixed4 frag(v2f i): SV_Target | |
| { | |
| fixed4 col = i.color * tex2D(_MainTex, i.texcoord); | |
| float aMask = tex2D(_AlphaMask, i.uv_AlphaMask).g - _AlphaAmount; | |
| UNITY_APPLY_FOG_COLOR(i.fogCoord, col, (fixed4)0); | |
| col.a = aMask; | |
| return col; | |
| } | |
| ENDCG | |
| } | |
| } | |
| Fallback off | |
| } |
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You are lifesafer) Nice working alpha mask with uv!