ProjectDDD/Assets/External/HighlightPlus/Runtime/Resources/HighlightPlus/HighlightUIMask.shader
2025-08-13 21:21:35 +09:00

74 lines
2.0 KiB
Plaintext

Shader "HighlightPlus/UI/Mask" {
Properties {
_MainTex ("Texture", Any) = "white" {}
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_CutOff("CutOff", Float ) = 0.5
_Stencil("Stencil ID", Float) = 14
_StencilWriteMask("Stencil Write Mask", Float) = 14
_StencilReadMask("Stencil Read Mask", Float) = 14
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector" = "True" }
// Create mask
Pass
{
Stencil {
Ref [_Stencil]
Comp always
Pass replace
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask 0
ZWrite Off
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CustomVertexTransform.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
fixed _CutOff;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = ComputeVertexPosition(v.vertex);
o.uv = TRANSFORM_TEX (v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - _CutOff);
return 0;
}
ENDCG
}
}
}