Let me share a simple mask shader which takes two texture the main texture and the mask texture. Main texture is rendered if the mask texture does not have alpha as 0.
Shader "TRSquareLab/Mask" {
Properties {
// Main Texture
_MainTex ("Texture", 2D) = "white" { }
// Mask texture, color from main texture will be applied if
// the mask texture does not have alpha as 0
_MaskTex ("Mask", 2D) = "white" { }
}
SubShader {
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _MaskTex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 texcol = tex2D (_MainTex, i.uv);
fixed4 maskcol = tex2D (_MaskTex, i.uv);
// Discard the pixel if the alpha is 0
if (maskcol.a == 0) {
discard;
}
// Else return the main texture color
return texcol;
}
ENDCG
}
}
FallBack Off
}
Am not able to play movie texture on mask shader( _MaskTex ).
ReplyDelete