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- Shader "UI/UIPureColor"
- {
- Properties
- {
- [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
- _Color("Tint", Color) = (1,1,1,1)
- //MASK SUPPORT ADD
- _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
- }
- SubShader
- {
- Tags { "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "true" }
- ZTest[unity_GUIZTestMode]
- Cull Off
- Lighting Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- //MASK SUPPORT ADD
- Stencil
- {
- Ref[_Stencil]
- Comp[_StencilComp]
- Pass[_StencilOp]
- ReadMask[_StencilReadMask]
- WriteMask[_StencilWriteMask]
- }
- ColorMask[_ColorMask]
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- fixed4 _Color;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- sampler2D _MainTex;
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv) * _Color;
- // just invert the colors
- //col.rgb = 1 - col.rgb;
- return col;
- }
- ENDCG
- }
- }
- }
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