83 lines
1.9 KiB
Plaintext
83 lines
1.9 KiB
Plaintext
//如果用在会被mask切掉的UI上,把Stencil Comparison改成4,Stencil ID改成2
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Shader "MoleGame/Particles/Additive" {
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Properties{
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_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex("Particle Texture", 2D) = "white" {}
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//4 equal
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_StencilComp("Stencil Comparison", Float) = 8
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//2 ui mask
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_ColorMask("Color Mask", Float) = 15
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}
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Category{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
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Stencil{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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}
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ZTest[unity_GUIZTestMode]
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ColorMask[_ColorMask]
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Blend SrcAlpha One
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Cull Off Lighting Off ZWrite Off
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SubShader{
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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//#pragma multi_compile_particles
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//#pragma multi_compile_fog
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _TintColor;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = i.color * _TintColor * tex2D(_MainTex, i.texcoord);
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#ifdef UNITY_UI_CLIP_RECT
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col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
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#endif
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return col;
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}
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ENDCG
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}
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}
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}
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}
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