// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "UI Particles/Mask" { Properties { [HideInInspector]_MainTex ("Texture", 2D) = "white" {} _Stencil ("Stencil ID", Float) = 1 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _StencilComp("Stencil Comparison", Float) = 8 _StencilOp("Stencil Operation", Float) = 0 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] //WriteMask [_StencilWriteMask] //ReadMask [_StencilReadMask] Comp Always Pass Replace } Cull Off Lighting Off ZWrite Off Blend Zero One Pass { Name "ParticalMask" CGPROGRAM #pragma vertex vert #pragma fragment frag //#pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { fixed4 color = 0; return color; } ENDCG } } }