Shader "Unlit/Logo (SoftClip)"
{
Properties
{
_Color1 ("Color 1", Color) = (1,1,1,255)
_Color2 ("Color 2", Color) = (0,0,0,255)
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_PatternTex ("Pattern (RGB)", 2D) = "black" {}
_FrameTex ("Frame (RGB)", 2D) = "black" {}
_Logo ("Logo (RGB)", 2D) = "black" {}
_ColorLogo ("Logo Color", Color) = (1,1,1,255)
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
LOD 200
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _PatternTex;
sampler2D _FrameTex;
float4 _MainTex_ST;
float4 _PatternTex_ST;
float4 _FrameTex_ST;
float2 _ClipSharpness = float2(20.0, 20.0);
fixed4 _Color1;
fixed4 _Color2;
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
return o;
}
half4 frag (v2f IN) : COLOR
{
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
half4 col2 = tex2D(_PatternTex, IN.texcoord) * IN.color;
fixed4 mix = lerp(_Color1, _Color2, col2.a);
col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
return col * mix;
}
ENDCG
}
Pass
{
LOD 200
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Logo;
float4 _FrameLogo_ST;
float2 _ClipSharpness = float2(20.0, 20.0);
fixed4 _ColorLogo;
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
return o;
}
half4 frag (v2f IN) : COLOR
{
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
half4 col = _ColorLogo * tex2D(_Logo, IN.texcoord) * IN.color;
col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
return col;
}
ENDCG
}
Pass
{
LOD 200
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _PatternTex;
sampler2D _FrameTex;
float4 _MainTex_ST;
float4 _PatternTex_ST;
float4 _FrameTex_ST;
float2 _ClipSharpness = float2(20.0, 20.0);
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
return o;
}
half4 frag (v2f IN) : COLOR
{
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
half4 col = tex2D(_FrameTex, IN.texcoord) * IN.color;
col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
return col;
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}