【特效穿透】增加shader

dev_chengFeng
ZhangBiao 2021-04-22 20:45:01 +08:00
parent 75be84bbff
commit 375e7a6205
4 changed files with 158 additions and 0 deletions

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--- !u!21 &2100000
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m_ObjectHideFlags: 0
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m_PrefabAsset: {fileID: 0}
m_Name: Mask_3D_New
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "UI/UIEmptyShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "true" }
Stencil
{
Ref 1
Comp Always
Pass Replace
}
Pass
{
ZTest[unity_GUIZTestMode]
ZWrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col.a = 0;
// just invert the colors
return col;
}
ENDCG
}
}
}

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