Shader "UI Extensions/SoftMaskShader" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _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 _Min("Min",Vector) = (0,0,0,0) _Max("Max",Vector) = (1,1,0,0) _AlphaMask("AlphaMask - Must be Wrapped",2D) = "white"{} _AlphaUV("AlphaUV",Vector) = (0,0,0,0) _CutOff("CutOff",Float) = 0 [MaterialToggle] _HardBlend("HardBlend",Float) = 0 _FlipAlphaMask("Flip Alpha Mask",int) = 0 _NoOuterClip("Outer Clip",int) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } LOD 0 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" 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; }; inline float UnityGet2DClipping (in float2 position, in float4 clipRect) { float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw); return inside.x * inside.y; } fixed4 _Color; fixed4 _TextureSampleAdd; bool _UseClipRect; float4 _ClipRect; bool _UseAlphaClip; float4 _ProgressColor; float _Value; int _LeftToRight; int _FlipAlphaMask = 0; 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; sampler2D _AlphaMask; float2 _AlphaUV; float2 _Min; float2 _Max; float _CutOff; bool _HardBlend = false; bool _NoOuterClip = false; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; // Do we want to clip the image to the Mask Rectangle? if (!_NoOuterClip && (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y)) // Yes we do color.a = 0; else // It's in the mask rectangle, so apply the alpha of the mask provided. { float a = tex2D(_AlphaMask, (IN.texcoord - _Min) / _AlphaUV).a; if (a <= _CutOff) a = 0; else { if(_HardBlend) a = 1; } if (_FlipAlphaMask == 1) a = 1 - a; if(!(IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y)) color.a *= a; } if (_UseClipRect) color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); if (_UseAlphaClip) clip(color.a - 0.001); return color; } ENDCG } } }