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July 13, 2016 05:58
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,90 @@ Shader "Sprites/Clipped" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 _ClipX ("Clip X", Range(0.0, 2000.0)) = 0 _ClipY ("Clip Y", Range(0.0, 1000.0)) = 0 _Width ("Width", Range(0.0, 2000.0)) = 2000 _Height ("Height", Range(0.0, 1000.0)) = 1000 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float2 screenPos : TEXCOORD1; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif OUT.screenPos.xy = ComputeScreenPos(OUT.vertex).xy * _ScreenParams.xy; return OUT; } sampler2D _MainTex; float _Width; float _Height; float _ClipX; float _ClipY; fixed4 frag(v2f IN) : SV_Target { if ((IN.screenPos.x < _ClipX) || (IN.screenPos.x > _ClipX + _Width) || (IN.screenPos.y < _ClipY) || (IN.screenPos.y > _ClipY + _Height)) { fixed4 transparent = fixed4(0, 0, 0, 0); return transparent; } fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }