示例
Shader "Custom/ColorMaskTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
//_ColorMask ABGR(1-2-4-8)
//0表示不写入颜色通道到颜色缓冲区
_ColorMask ("Color Mask", Float) = 15
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
//Cull Off
//Lighting Off
//ZWrite Off
//Blend SrcAlpha OneMinusSrcAlpha
ZTest [_ZTest]
//向颜色缓冲区写入颜色通道值(0: 不写入)
//ColorMask RGBA
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
效果