NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Others/BlackAreaBlit.shader

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Shader "Unlit/BlackAreaBlit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MaskTex ("Mask Texture", 2D) = "white" {}
}
SubShader
{
Tags {
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
}
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;
sampler2D _MaskTex;
float4 _MaskTex_ST;
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 = tex2D(_MainTex, i.uv);
fixed4 mask = tex2D(_MaskTex, i.uv);
fixed4 black = fixed4(0, 0, 0, 1);
float minAlpha = 0.02;
if (mask.r > minAlpha)
{
float scale = mask.r * 1;
scale = min(scale, 1);
scale = max(scale, minAlpha);
return col * scale;
}
return col * minAlpha;
}
ENDCG
}
}
}