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- Shader "Sprites/Masked"
- {
- Properties
- {
- [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
- _ColorPrim("Primary Color (R)", Color) = (1,1,1,1)
- _ColorSec("Secondary Color (G)", Color) = (1,1,1,1)
- _ColorTert("Tertiary Color (B)", Color) = (1,1,1,1)
- [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
- [MaterialToggle] KEEPBLACK("Keep Black Pixels", Float) = 0
- // stencil for UI integration
- [HideInInspector] _StencilComp("Stencil Comparison", Float) = 8
- [HideInInspector] _Stencil("Stencil ID", Float) = 0
- [HideInInspector] _StencilOp("Stencil Operation", Float) = 0
- [HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
- [HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
- [HideInInspector] _ColorMask("Color Mask", Float) = 15
- }
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- "PreviewType" = "Plane"
- "CanUseSpriteAtlas" = "True"
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- Pass
- {
- Stencil
- {
- Ref[_Stencil]
- Comp[_StencilComp]
- Pass[_StencilOp]
- ReadMask[_StencilReadMask]
- WriteMask[_StencilWriteMask]
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _ PIXELSNAP_ON
- #pragma multi_compile _ KEEPBLACK_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;
- float2 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;
- sampler2D _AlphaTex;
- float _AlphaSplitEnabled;
- float4 _ColorPrim, _ColorSec, _ColorTert;
- fixed4 SampleSpriteTexture(float2 uv)
- {
- fixed4 color = tex2D(_MainTex, uv);
- #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
- if (_AlphaSplitEnabled)
- color.a = tex2D(_AlphaTex, uv).r;
- #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
- return color;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- // sprite texture
- fixed4 c = SampleSpriteTexture(IN.texcoord);
- // all color channels multiplied with a new color
- float4 colorPrim = c.r * _ColorPrim;
- float4 colorSec = c.g * _ColorSec;
- float4 colorTert = c.b * _ColorTert;
- // added together
- float4 colorResult = colorPrim + colorSec + colorTert;
- // keep black color for outlines
- #ifdef KEEPBLACK_ON
- colorResult += c * (1 - (c.r + c.g + c.b));
- #endif
- // multiply with alpha
- colorResult *= c.a;
- return colorResult;
- }
- ENDCG
- }
- }
- }
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