Shader "Custom/RaindropSM TUT STAGE3 TRANSP A MASKED" { Properties { _MainTex ("_MainTex (RGB)", 2D) = "white" {} _Size ("_Size", Float) = 1 _Distortion ("_Distortion", Float) = 1 _Blur ("_Blur", Float) = 0 _TileNumCausticRotMin ("_TileNumCausticRotMin", Float) = 1 _LoopNum ("_LoopNum", Vector) = (1,1,1,1) _RainSmallDirection ("_RainSmallDirection", Vector) = (1,1,1,1) _TimeOffset ("_TimeCenterOffsets", Vector) = (1,1,1,1) _EraseCenterRadius ("_EraseCenterRadius", Vector) = (0,0,1,1) erasePower ("ErasePower", Float) = 1 maskPower ("maskPower", Float) = 1 mainTexTilingOffset ("main Texture Tiling and Offset", Vector) = (1,1,0,0) } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } Fallback "Diffuse" }