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Shader "Portal/UnlitMasked" {
Properties {
_PortalMask("Portal Mask", Float) = 0
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Stencil{
Ref[_PortalMask]
ReadMask 3
Comp equal
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.uv);
return _Color * col;
}
ENDCG
}
}
}