Project_WL/Assets/ThirdParty/NGUI/Resources/Shaders/Unlit - Text (TextureClip)....

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2024-12-15 01:39:39 +00:00
Shader "Hidden/Unlit/Text (TextureClip)"
{
Properties
{
_MainTex ("Alpha (A)", 2D) = "white" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"DisableBatching" = "True"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _ClipTex;
float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
half4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5);
return o;
}
half4 frag (v2f IN) : SV_Target
{
half4 col = IN.color;
col.a *= tex2D(_MainTex, IN.texcoord).a * tex2D(_ClipTex, IN.clipUV).a;
return col;
}
ENDCG
}
}
Fallback "Unlit/Text"
}