Shader "multiply2D"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
// UI가 아닐경우는 texture를 입력받아 sampling하게 변경할 것.
_Color ("Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_Stencil ("Stencil ID", Float) = 0
_ColorMask ("Color Mask", Float) = 15
_ClipAlpha ("ClipAlpha", Float) = 0.2
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp NotEqual
Pass Replace
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
fixed _ClipAlpha;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) );
color.rgb=_Color.rgb;
color.a*=_Color.a;
clip (color.a - _ClipAlpha);
return color;
}
ENDCG
}
}
}
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