// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 
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Shader "Effect/Mask/Additive Tint" 
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{ 
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    Properties 
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    { 
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        _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) 
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        _MainTex ("Particle Texture", 2D) = "white" {} 
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        _Mask ("Mask", 2D) = "white" {} 
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        _Stencil("Stencil ID",float)=0 
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        _StencilComp("Stencil Comp",float)=8 
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    } 
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    SubShader 
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    { 
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        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 
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        Blend SrcAlpha One 
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        Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } 
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        Stencil{ 
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            Ref [_Stencil] 
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            Comp [_StencilComp] 
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        } 
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        ColorMask RGB 
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        Pass 
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        { 
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            CGPROGRAM 
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            #pragma vertex vert 
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            #pragma fragment frag 
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            #include "UnityCG.cginc" 
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            struct appdata 
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            { 
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                float4 vertex : POSITION; 
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                half2 uv : TEXCOORD0; 
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                fixed4 color : COLOR; 
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            }; 
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            struct v2f 
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            { 
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                float4 vertex : SV_POSITION; 
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                half4 uv : TEXCOORD0; 
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                fixed4 color : TEXCOORD1; 
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            }; 
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            half4 _MainTex_ST; 
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            half4 _Mask_ST; 
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            v2f vert (appdata v) 
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            { 
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                v2f o; 
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                o.vertex = UnityObjectToClipPos(v.vertex); 
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                o.uv = half4(TRANSFORM_TEX(v.uv, _MainTex), TRANSFORM_TEX(v.uv, _Mask)); 
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                o.color = v.color; 
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                return o; 
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            } 
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            sampler2D _MainTex; 
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            sampler2D _Mask; 
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            fixed4 _TintColor; 
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            fixed4 frag (v2f i) : SV_Target 
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            { 
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                fixed4 color = _TintColor * i.color; 
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                fixed4 maskColor = tex2D(_Mask, i.uv.zw); 
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                color = maskColor * color; 
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                fixed4 mainColor = tex2D(_MainTex, i.uv.xy); 
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                color = mainColor * color * 2; 
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                return color; 
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            } 
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            ENDCG 
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        } 
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    } 
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} 
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