I'm using a custom shader to show avatar inside a circle. It was all good until I put it inside a panel with soft clip option and the shader is not working anymore. I search around the forum and it seems the way to fix this is to modify the custom shader to work with NGUI. However, since I don't have knowledge in programming shader (the code looks like Assembly to me) I don't know where to fix at all. Could someone help me with this?
I'm using the shader code from here:
http://www.bensilvis.com/unity3d-unlit-alpha-mask-shader/// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Unlit/AlphaMask" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_AlphaTex ("Alpha mask (R)", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _AlphaTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
fixed4 col2 = tex2D(_AlphaTex, i.texcoord);
return fixed4(col.r, col.g, col.b, col2.r);
}
ENDCG
}
}
}