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- Shader "Custom/Sprite Colored mask"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- [PerRendererData] _MainTexCut ("CutOff", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
- [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
- _ColorMaskTex ("Color mask texture", 2D) = "white" {}
- _MainColor ("Main color (red)", Color) = (1,0,0,0)
- _AddColor ("Additional 1st color (green)", Color) = (0,1,0,0)
- _ExtColor ("Additional 2nd color (blue)", Color) = (0,0,1,0)
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile DUMMY PIXELSNAP_ON
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- };
- fixed4 _Color;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- #ifdef PIXELSNAP_ON
- OUT.vertex = UnityPixelSnap (OUT.vertex);
- #endif
- return OUT;
- }
- sampler2D _MainTex;
- float4 _MainTex_ST;
- sampler2D _ColorMaskTex;
- float4 _MainColor;
- float4 _AddColor;
- float4 _ExtColor;
- fixed4 frag(v2f IN) : COLOR
- {
- float4 MainTex = tex2D(_MainTex, IN.texcoord) * IN.color;
- fixed4 SkinTex = tex2D(_ColorMaskTex, IN.texcoord);
- float4 res = float4(MainTex.rgb * (1 - SkinTex.r - SkinTex.g - SkinTex.b) +
- lerp (MainTex.rgb, _MainColor.rgb, _MainColor.a * SkinTex.a) * SkinTex.r +
- lerp (MainTex.rgb, _AddColor.rgb, _AddColor.a * SkinTex.a) * SkinTex.g +
- lerp (MainTex.rgb, _ExtColor.rgb, _ExtColor.a * SkinTex.a) * SkinTex.b,
- MainTex.a);
- res.a = MainTex.a;
- return res;
- }
- ENDCG
- }
- }
- }
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