MayHeCome/Assets/Exoa/TutorialEngine/Masking/Shaders/Masking.shader
2024-12-18 17:55:34 +08:00

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Shader "Hidden/UI Default (Masked)"
{
// This is a shader that replaces the Unity's Default UI shader. It has all capabilities
// of the Default UI and also supports Soft Mask. It is a bit complicated because it
// reflects changes of the Default UI shader between Unity versions. If you're searching
// for an example of how to add Soft Mask support, you may check CustomWithMasking.shader
// that's included in the package.
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[PerRendererData] _Masking("Mask", 2D) = "white" {}
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#if UNITY_VERSION >= 201720
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#endif
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#pragma multi_compile __ Masking_SIMPLE Masking_SLICED Masking_TILED
#include "MaskingTemplate.cginc"
ENDCG
}
}
}
// UNITY_SHADER_NO_UPGRADE