Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/2D/Sprite-Mask.shader

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2024-05-06 14:45:45 -04:00
Shader "Universal Render Pipeline/2D/Sprite-Mask"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[HideInInspector] _Cutoff ("Mask alpha cutoff", Range(0.0, 1.0)) = 0.0
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
ENDHLSL
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
"RenderPipeline" = "UniversalPipeline"
}
Cull Off
Lighting Off
ZWrite Off
Blend Off
ColorMask 0
Pass
{
Tags{ "LightMode" = "Universal2D" }
HLSLPROGRAM
#pragma vertex MaskRenderingVertex
#pragma fragment MaskRenderingFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SpriteMaskShared.hlsl"
ENDHLSL
}
Pass
{
Tags{ "LightMode" = "NormalsRendering" }
HLSLPROGRAM
#pragma vertex MaskRenderingVertex
#pragma fragment MaskRenderingFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SpriteMaskShared.hlsl"
ENDHLSL
}
Pass
{
Tags{ "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex MaskRenderingVertex
#pragma fragment MaskRenderingFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SpriteMaskShared.hlsl"
ENDHLSL
}
}
}