https://i.imgur.com/o4fHpFX.mp4
Shader "Unlit/SpriteMask"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Mask ("Mask", 2D) = "white" {}
}
SubShader
{
Tags {
"RenderType"="Transparent"
"RenderQueue" ="Transparent" }
LOD 100
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color:COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color:COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Mask;
float4 _Mask_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color=v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 main_col = tex2D(_MainTex, i.uv);
fixed4 mask_color=tex2D(_Mask,i.uv) ;
// fixed4 res= main_col* (1-mask_color.z) + mask_color* mask_color.z * i.color;
fixed4 res= main_col* (1-mask_color.a) + mask_color* mask_color.a * i.color;
return res;
}
ENDCG
}
}
}