Shader "UI/Soft Mask/Max Blend"
{
    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

        _BlendOp("Blend Operation", Float) = 0

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType" = "Plane"
            "CanUseSpriteAtlas" = "True"
        }

        Stencil
        {
            Ref[_Stencil]
            Comp[_StencilComp]
            Pass[_StencilOp]
            ReadMask[_StencilReadMask]
            WriteMask[_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest[unity_GUIZTestMode]
        Blend SrcAlpha One
        BlendOp [_BlendOp]
        ColorMask[_ColorMask]

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 3.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile __ UNITY_UI_ALPHACLIP

 
            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;
            float4 _ClipRect;

            v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.worldPosition = IN.vertex;
            #if UNITY_VERSION >= 540
                OUT.vertex = UnityObjectToClipPos(IN.vertex);
            #else
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
            #endif

                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 tex = tex2D(_MainTex, IN.texcoord);
                half4 color = (tex + _TextureSampleAdd) * IN.color;

                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);

            #ifdef UNITY_UI_ALPHACLIP
                clip(color.a - 0.001);
            #endif

                return color;
            }

            ENDCG
        }
    }
}

// UNITY_SHADER_NO_UPGRADE