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beyond/Assets/Resources/CP_SSSSS/CP_SSSSS_Replacement.shader
2024-11-20 15:21:28 +01:00

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