77 lines
2.0 KiB
Plaintext
77 lines
2.0 KiB
Plaintext
Shader "Unlit/BlackAreaBlit2"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_MaskTex ("Mask Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags {
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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}
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LOD 100
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Pass
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{
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ZTest Off
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma vertex vert
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#pragma fragment frag
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struct appdata
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{
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float4 positionOS : 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 positionHCS : SV_POSITION;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_MaskTex);
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SAMPLER(sampler_MaskTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _MaskTex_ST;
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CBUFFER_END
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v2f vert (appdata v)
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{
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v2f o;
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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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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half4 frag (v2f i) : SV_Target
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{
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// sample the texture
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half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
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float minAlpha = 0.2;
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if (mask.r > 0)
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{
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float scale = mask.r * 1;
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scale = min(scale, 0.6);
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scale = max(scale, minAlpha);
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return col * scale;
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}
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return col * minAlpha;
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}
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ENDHLSL
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}
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}
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}
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