Shader "BeatSaber/Unlit Glow Cutout Dithered"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_Tex ("Texture", 2D) = "white" {}
_Bloom ("Glow", Range (0, 1)) = 0
_DitherMaskScale("Dither Mask Scale", Float) = 40
_DitherMask("Dither Mask", 2D) = "white" {}
_Alpha("Alpha", Float) = 1
_Cutout ("Cutout", Range (0, 1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque"}
LOD 100
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 scrPos : TEXCOORD1;
float4 vertex : SV_POSITION;
half4 color : COLOR;
};
float4 _Color;
float _Bloom;
sampler2D _DitherMask;
float _DitherMaskScale;
float _Alpha;
float _Cutout;
sampler2D _Tex;
float4 _Tex_ST;
v2f vert (appdata_full v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.color = v.color;
o.scrPos = ComputeScreenPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color * tex2D(_Tex, TRANSFORM_TEX(i.uv, _Tex));
if (col.a < _Cutout) discard;
float4 ase_screenPos = float4( i.scrPos.xyz , i.scrPos.w + 0.00000000001 );
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
if (tex2D(_DitherMask, ase_screenPosNorm.xy* _ScreenParams.xy * _DitherMaskScale).r >= _Alpha * i.color.a) discard;
col *= float4(i.color.rgb,0.0);
col.a = _Bloom;
return col;
}
ENDCG
}
}
}