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2026-05-26 16:15:54 +08:00

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Shader "Bamboo/ScratchCard/Brush"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[PerRendererData] _OffsetScale ("Offset (xy) and Scale (zw)", Float) = (0, 0, 0, 0)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
BlendOp RevSub
Blend Zero One, One One
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
sampler2D _MainTex;
fixed4 _Color;
float4 _ClipRect;
float4 _MainTex_ST;
float4 _OffsetScale;
v2f vert(appdata_t v)
{
v2f OUT;
OUT.worldPosition = (v.vertex + float4(_OffsetScale.xy, 0, 0));
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex) * _OffsetScale.zw;
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
return color;
}
ENDCG
}
}
}