ToriaAssets/Sources/Shaders/MaskWrite.shader
2026-05-19 12:20:15 +02:00

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Shader "GlobalSnow/DeferredMaskWrite" {
SubShader {
Tags { "DisableBatching" = "True" }
Cull [_EraseCullMode]
CGINCLUDE
#include "UnityCG.cginc"
#include "GlobalSnowDeferredOptions.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _GS_MaskTexture;
float4 _GS_MaskTexture_ST;
fixed _GS_MaskCutOff;
v2f vert(appdata v) {
v2f o;
APPLY_VERTEX_MODIFIER(v)
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _GS_MaskTexture);
return o;
}
fixed4 frag(v2f i): SV_Target {
fixed4 color = tex2D(_GS_MaskTexture, i.uv);
color.a = 1.0 - color.a;
clip(color.a - _GS_MaskCutOff);
return fixed4(0,0,0,0);
}
ENDCG
Pass {
Fog { Mode Off }
ColorMask 0
CGPROGRAM
#pragma target 3.0
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback Off
}