Files
uDesktopDuplication/Assets/uDesktopDuplication/Shaders/uDD_Unlit_BlackMask.shader
T
2016-10-30 19:56:22 +09:00

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Shader "uDesktopDuplication/Unlit BlackMask"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" {}
_Mask ("Mask", Range(0, 1)) = 0.1
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGINCLUDE
#include "UnityCG.cginc"
#include "./uDD_Common.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _Mask;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 tex = uddGetTexture(_MainTex, i.uv);
fixed alpha = pow((tex.r + tex.g + tex.b) / 3.0, _Mask);
return fixed4(tex.rgb * _Color.rgb, alpha);
}
ENDCG
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile ___ INVERT_X
#pragma multi_compile ___ INVERT_Y
#pragma multi_compile ___ VERTICAL
ENDCG
}
}
Fallback "Unlit/Texture"
}