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OneLastKissEye.shader
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OneLastKissEye.shader
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Shader "Custom/OneLastKissEye"
{
Properties
{
_MainTex("MainTexture",2D)="white"{}
_MaskTex("MaskTexture",2D)="white"{}
_RClip("_RClip",Range(-1,1))=0.5
_GClip("_GClip",Range(-1,1))=0.5
_BClip("_BClip",Range(-1,1))=0.5
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass{
Name "OnelastKissEye"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
fixed4 _MainTex_ST;
sampler2D _MaskTex;
fixed4 _MaskTex_ST;
float _RClip;
float _GClip;
float _BClip;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL0;
float4 mainTex:TEXCOORD0;
float4 maskTex:TEXCOORD1;
};
struct v2f{
float4 pos:SV_POSITION;
float3 normalOS:TEXCOORD0;
float2 uv:TEXCOORD1;
float4 screenPos : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.uv=TRANSFORM_TEX(v.maskTex,_MainTex);
o.screenPos=ComputeScreenPos(o.pos);
return o;
}
half4 frag(v2f i) : SV_TARGET
{
float3 color= tex2D(_MainTex,i.screenPos.xy/i.screenPos.w).rgb;
float3 mask=tex2D(_MaskTex,i.uv)-float3(_RClip,_GClip,_BClip);
mask=round(mask);
color=color*(1-mask.b);
return half4(color+half3(mask.b,mask.b,mask.b),1);
}
ENDCG
}
}
}