sk-client/Assets/Art/EffectsOld/x1_shaders/UI-Particle-Mask.shader

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// 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
}
}
}