ro-webgl/Assets/Shaders/FX_Effect/Mole_Particles_Overlay.shader

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2021-12-21 09:40:39 +08:00
Shader "MoleGame/Particles/Overlay"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_Threshold("Threshold", Range(0.0,0.99)) = 0.5
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ZTest[unity_GUIZTestMode]
ColorMask[_ColorMask]
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
float4 vertex : SV_POSITION;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
half4 _TintColor;
half _Threshold;
float4 _ClipRect;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * i.color;
float a = col.a * i.color.a;
col = 2*lerp(col*_TintColor, col, (col.r - _Threshold)/ (1-_Threshold));
col.a = a;
#ifdef UNITY_UI_CLIP_RECT
col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(col.a - 0.001);
#endif
return col;
}
ENDCG
}
}
}