58 lines
1.4 KiB
Plaintext
58 lines
1.4 KiB
Plaintext
Shader "UI/ScratchMask"
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{
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Properties
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{
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_MaskTex ("Mask Texture", 2D) = "white" {}
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_CoatColor ("Coat Color", Color) = (0.7, 0.7, 0.7, 1)
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MaskTex;
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fixed4 _CoatColor;
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 mask = tex2D(_MaskTex, i.uv);
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// mask.r = 0 → 已刮 → alpha = 0,完全透明(露出下面的奖品和文字)
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// mask.r = 1 → 未刮 → alpha = 1,显示涂层色(盖住奖品和文字)
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fixed4 color = _CoatColor;
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color.a = mask.r;
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return color;
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}
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ENDCG
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}
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}
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}
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