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- Shader "iPhone/MFUI_ImageMaskGray"
- {
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- _MaskTex ("Mask (RGB), Alpha (A)", 2D) = "white" {}
- _clrBase ("Color", COLOR) = (1, 1, 1, 1)
- }
-
- SubShader
- {
- Tags { "Queue" = "Transparent" }
-
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Off
- Lighting Off
- Fog { Mode Off }
- ZTest Off
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- uniform sampler2D _MainTex;
- uniform sampler2D _MaskTex;
- uniform float4 _clrBase;
-
- struct vertexInput
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct vertexOutput
- {
- float4 pos : SV_POSITION;
- float2 tex : TEXCOORD0;
- };
-
- vertexOutput vert(vertexInput input)
- {
- vertexOutput output;
-
- output.tex = input.texcoord;
- output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
- return output;
- }
-
- float4 frag(vertexOutput input) : COLOR
- {
- float4 c1 = tex2D(_MainTex, (input.tex));
- float4 c2 = tex2D(_MaskTex, (input.tex));
- float grey = dot(c1.rgb, float3(0.299, 0.587, 0.114));
- c1.rgb = float3(grey, grey, grey);
- c1.a = c2.r * _clrBase.a;
- return c1;
- }
-
- ENDCG
- }
- }
- }
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