101 lines
1.5 KiB
Plaintext
101 lines
1.5 KiB
Plaintext
Shader "Hidden/CPSSSSSReplacement"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "black" {}
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_MaskTex("Texture", 2D) = "black" {}
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_SSColor("Color", Color) = (0,0,0,0)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _SSColor;
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uint _MaskSource;
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uniform sampler2D _MaskTex;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = fixed4(1,1,1,1);
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if (_MaskSource == 0) col = tex2D(_MainTex, i.uv);
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if (_MaskSource == 1) col = tex2D(_MaskTex, i.uv);
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return _SSColor*col.a;
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}
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ENDCG
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}
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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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 v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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// sample the texture
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discard;
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return 0;
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}
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ENDCG
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}
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}
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//Fallback "Legacy Shaders/Diffuse"
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}
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