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- Shader "com.unity3d.animation/SpriteBitmask"
- {
- Properties
- {
- _MainTex("Sprite Texture", 2D) = "white" {}
- }
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Opaque"
- "PreviewType" = "Plane"
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Blend Off
- ColorMask A
- 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;
- float2 texcoord : TEXCOORD0;
- };
- sampler2D _MainTex;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color;
- return OUT;
- }
- fixed4 SampleSpriteTexture(float2 uv)
- {
- fixed4 color = tex2D(_MainTex, uv);
- return color;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- fixed4 c = SampleSpriteTexture(IN.texcoord);
- return c;
- }
- ENDCG
- }
- }
- }
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