12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152 |
- Shader "Imagine/TiledMasked"
- {
- Properties
- {
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- _MaskTex ("Mask (RGB)", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "Queue"="Transparent" "RenderType"="Transparent" }
- LOD 200
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- //#pragma surface surf Standard fullforwardshadows
- #pragma surface surf Standard alpha:fade
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- sampler2D _MainTex;
- sampler2D _MaskTex;
- float4 _MainTex_ST;
- struct Input
- {
- float2 uv_MainTex;
- float2 uv_MaskTex;
- float3 worldPos;
- };
- // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
- // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
- // #pragma instancing_options assumeuniformscaling
- UNITY_INSTANCING_BUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_BUFFER_END(Props)
- void surf (Input IN, inout SurfaceOutputStandard o)
- {
- // Albedo comes from a texture tinted by color
-
- fixed4 c = tex2D (_MainTex, IN.worldPos.xz * _MainTex_ST.xy);
- o.Albedo = c.rgb;
- o.Alpha = tex2D (_MaskTex, IN.uv_MaskTex) * c.a;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
|