rabidus-test/Assets/Amazing Assets/Curved World/Shaders/Custom/Sprites/Sprites-Mask.shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Amazing Assets/Curved World/Sprites/Mask"
{
Properties
{
[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[HideInInspector] _Cutoff ("Mask alpha cutoff", Range(0.0, 1.0)) = 0.0
_Color ("Tint", Color) = (1,1,1,0.2)
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector][MaterialEnum(Front,2,Back,1,Both,0)] _Cull("Face Cull", Int) = 0
}
SubShader
{
Cull[_Cull]
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Lighting Off
ZWrite Off
Blend Off
ColorMask 0
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"
#include "UnitySprites.cginc"
// alpha below which a mask should discard a pixel, thereby preventing the stencil buffer from being marked with the Mask's presence
fixed _Cutoff;
struct appdata_masking
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
};
struct v2f_masking
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f_masking vert(appdata_masking IN)
{
v2f_masking OUT;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
CURVEDWORLD_TRANSFORM_VERTEX(IN.vertex)
#endif
OUT.pos = UnityObjectToClipPos(IN.vertex);
OUT.uv = IN.texcoord;
#ifdef PIXELSNAP_ON
OUT.pos = UnityPixelSnap (OUT.pos);
#endif
return OUT;
}
fixed4 frag(v2f_masking IN) : SV_Target
{
fixed4 c = SampleSpriteTexture(IN.uv);
// for masks: discard pixel if alpha falls below MaskingCutoff
clip (c.a - _Cutoff);
return _Color;
}
ENDCG
}
}
CustomEditor "AmazingAssets.CurvedWorldEditor.SpritesShaderGUI"
}