Hello friend. I need help making a alpha mask shader with multiply blend to the background.
I tired to combine them together by using PASS block, but not success. Would you please give me an idea how to make it?
I’d really appreciate your help! ![]()
Thank you very much!
Transparent Alpha Mask Shader
// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Unlit/TransparentAlphaMask" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_AlphaTex ("Alpha mask (R)", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
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
}
}
}
Multiply Blend Shader
Shader "_My/Multiply"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
// "PreviewType"="Plane"
// "CanUseSpriteAtlas"="True"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Color (1,1,1,1) }
Blend Zero SrcColor
//AlphaTest Greater .01
ColorMask RGB
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : COLOR
{
half4 prev = IN.color * tex2D(_MainTex, IN.texcoord);
return lerp(half4(1,1,1,1), prev, prev.a);
}
ENDCG
}
}
}

