Shader "MoleGame/Particles/Overlay" { Properties { _MainTex ("Texture", 2D) = "white" {} _TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5) _Threshold("Threshold", Range(0.0,0.99)) = 0.5 _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 } SubShader { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } ZTest[unity_GUIZTestMode] ColorMask[_ColorMask] Blend SrcAlpha One Cull Off Lighting Off ZWrite Off LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; fixed4 color : COLOR; float4 vertex : SV_POSITION; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; half4 _TintColor; half _Threshold; float4 _ClipRect; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.worldPosition = v.vertex; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv) * i.color; float a = col.a * i.color.a; col = 2*lerp(col*_TintColor, col, (col.r - _Threshold)/ (1-_Threshold)); col.a = a; #ifdef UNITY_UI_CLIP_RECT col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip(col.a - 0.001); #endif return col; } ENDCG } } }