Files
unity-flash-tools/Assets/FlashTools/Resources/Materials/SwfMaskedShader.shader
2016-09-30 21:30:56 +07:00

48 lines
1.1 KiB
GLSL

Shader "FlashTools/SwfMasked" {
Properties {
[PerRendererData] _MainTex ("Main Texture", 2D ) = "white" {}
[PerRendererData] _Tint ("Tint" , Color) = (1,1,1,1)
_StencilID ("Stencil ID", Int) = 0
[Enum(UnityEngine.Rendering.BlendOp )] _BlendOp ("BlendOp" , Int) = 0
[Enum(UnityEngine.Rendering.BlendMode )] _SrcBlend ("SrcBlend" , Int) = 1
[Enum(UnityEngine.Rendering.BlendMode )] _DstBlend ("DstBlend" , Int) = 10
[Enum(UnityEngine.Rendering.ColorWriteMask)] _ColorMask("ColorMask", Int) = 15
}
SubShader {
Tags {
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
ColorMask [_ColorMask]
BlendOp [_BlendOp]
Blend [_SrcBlend] [_DstBlend]
Pass {
Stencil {
Ref [_StencilID]
Comp Equal
}
CGPROGRAM
fixed4 _Tint;
sampler2D _MainTex;
sampler2D _GrabTexture;
#include "UnityCG.cginc"
#include "SwfBaseCG.cginc"
#pragma vertex swf_vert
#pragma fragment swf_frag
ENDCG
}
}
}