So I have this shader that takes one texture and one alpha texture and then blended them together
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 = UnityObjectToClipPos(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
}
}
}
This shader works great btw, but I want to have more control over the mask like moving, rotating, scaling without overloading the shader.
It is possible to split this shader into two shaders (a mask shader and the masked object) ? To work someting like the UI mask in unity?
GameObject(alphaMask)->GameObject(maskedElement)