shader扣洞

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/PartHideShader"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		_Color ("Main Color", Color) = (1,1,1,1)
		//-------------------add----------------------
		_Switch1("Switch1", Int) = 0
		_MinX1("MinX1", Float) = -0.1
		_MaxX1("MaxX1", Float) = 0.1
		_MinY1("MinY1", Float) = -0.1
		_MaxY1("MaxY1", Float) = 0.1
		_Switch2("Switch2", Int) = 0
		_MinX2("MinX2", Float) = -0.3
		_MaxX2("MaxX2", Float) = -0.2
		_MinY2("MinY2", Float) = -0.3
		_MaxY2("MaxY2", Float) = -0.2
		//-------------------add----------------------
	}
		SubShader
		{
			//-------------------add----------------------
			Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
			//-------------------add----------------------
			LOD 100
			//-------------------add----------------------
			Blend SrcAlpha OneMinusSrcAlpha
			//-------------------add----------------------
		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			// make fog work
			#pragma multi_compile_fog
 
			#include "UnityCG.cginc"
 
			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};
 
			struct v2f
			{
				float2 uv : TEXCOORD0;
				UNITY_FOG_COORDS(1)
				float4 vertex : SV_POSITION;
			};
 
			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _Color;
 
			//-------------------add----------------------
			float _MinX1;
			float _MaxX1;
			float _MinY1;
			float _MaxY1;
			fixed _Switch1;
			fixed _ResultAlpha1;
			float _MinX2;
			float _MaxX2;
			float _MinY2;
			float _MaxY2;
			fixed _Switch2;
			fixed _ResultAlpha2;
			//-------------------add----------------------
 
			v2f vert(appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			} 
 
			fixed4 frag(v2f i) : SV_Target
			{
				// sample the texture
				//fixed4 col = tex2D(_MainTex, i.uv);
 
				// apply fog
				UNITY_APPLY_FOG(i.fogCoord, col);
 
				//-------------------add----------------------
				fixed4 col = tex2D(_MainTex, i.uv) * _Color;
 
				_ResultAlpha1 = 2.0f * col.a;
				_ResultAlpha1 *= (i.uv.x >= _MinX1);
				_ResultAlpha1 *= (i.uv.x <= _MaxX1);
				_ResultAlpha1 *= (i.uv.y >= _MinY1);
				_ResultAlpha1 *= (i.uv.y <= _MaxY1);
				_ResultAlpha1 = (1 - _ResultAlpha1) * _Switch1;
 
				_ResultAlpha2 = 2.0f * col.a;
				_ResultAlpha2 *= (i.uv.x >= _MinX2);
				_ResultAlpha2 *= (i.uv.x <= _MaxX2);
				_ResultAlpha2 *= (i.uv.y >= _MinY2);
				_ResultAlpha2 *= (i.uv.y <= _MaxY2);
				_ResultAlpha2 = (1 - _ResultAlpha2) * _Switch2;
 
				col.a = _ResultAlpha1 + _ResultAlpha2;
				//-------------------add----------------------
				return col;
			}
			ENDCG
		}
	}
}

 

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