PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/Assets/SkinningModule/SpriteBitMask.shader

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Shader "com.unity3d.animation/SpriteBitmask"
{
Properties
{
_MainTex("Sprite Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Opaque"
"PreviewType" = "Plane"
}
Cull Off
Lighting Off
ZWrite Off
Blend Off
ColorMask A
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture(IN.texcoord);
return c;
}
ENDCG
}
}
}