// 遮罩shader
Shader "Custom/CircleMask" {
Properties{
_MainTex("MainTex", 2D) = "white" {}
_MaskTex("MaskTex", 2D) = "white" {}
[HideInInspector]_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
//MASK SUPPORT ADD
_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
//MASK SUPPORT END
}
SubShader{
Tags{
"IgnoreProjector" = "True"
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
//MASK SUPPORT ADD
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ColorMask[_ColorMask]
//MASK SUPPORT END
Pass{
Name "FORWARD"
Tags{
"LightMode" = "ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _MaskTex; uniform float4 _MaskTex_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert(VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag(VertexOutput i) : COLOR{
////// Lighting:
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float3 finalColor = _MainTex_var.rgb;
float4 _MaskTex_var = tex2D(_MaskTex,TRANSFORM_TEX(i.uv0, _MaskTex));
return fixed4(finalColor,_MaskTex_var.a);
}
ENDCG
}
}
FallBack "Diffuse"
}