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WaterMark.shader
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Shader"Vaporwave/WaterMark"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[HDR] _Color("Color",Color)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MarkTexture;
float4 _MarkTextureRect;
float _MarkTextureAlpha;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag(v2f i) : SV_Target
{
float2 newUV = (i.uv-_MarkTextureRect.xy) / _MarkTextureRect.zw;
float4 colBase = tex2D(_MainTex, i.uv);
float4 colAdd = tex2D(_MarkTexture, newUV);
float blendAlpha=colAdd.a*_MarkTextureAlpha*step(newUV.x,1)*step(0,newUV.x)*step(newUV.y,1)*step(0,newUV.y);
return colBase*(1-blendAlpha)+ float4(colAdd.xyz,1)*blendAlpha;
}
ENDCG
}
}
}