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