////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Clipping" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _ClipLeft("Clipping Left", Range(0,1)) = 1 _ClipRight("Clipping Right", Range(0,1)) = 1 _ClipUp("Clipping Up", Range(0,1)) = 1 _ClipDown("Clipping Down", Range(0,1)) = 1 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 0 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_BlendOp("_BlendOp",Float) = 0 [HideInInspector]_Z("_Z", Float) = 0 } SubShader { Tags { "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite[_Z] BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows sampler2D _MainTex; float4 _Color; float _Size; float _ClipLeft; float _ClipRight; float _ClipUp; float _ClipDown; float _Alpha; struct Input { float2 uv_MainTex; float4 color; }; void vert(inout appdata_full v, out Input o) { v.vertex = UnityPixelSnap(v.vertex); UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _Color; } void surf(Input IN, inout SurfaceOutput o) { float4 mainColor = tex2D(_MainTex,IN.uv_MainTex)*IN.color; if (IN.uv_MainTex.y > _ClipUp) mainColor = float4(0,0,0,0); if (IN.uv_MainTex.y < 1 - _ClipDown) mainColor = float4(0,0,0,0); if (IN.uv_MainTex.x > _ClipRight) mainColor = float4(0,0,0,0); if (IN.uv_MainTex.x < 1 - _ClipLeft) mainColor = float4(0,0,0,0); mainColor.a = mainColor.a - _Alpha; o.Albedo = mainColor.rgb * mainColor.a; o.Alpha = mainColor.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }