Shader "Cg/SpriteCrop"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_Rect("Rect", Vector) = (0,0,1,1)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
half2 scrPos : TEXCOORD1;
};
fixed4 _Color;
fixed4 _Rect;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
OUT.scrPos = ComputeScreenPos(OUT.vertex).xy;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : COLOR
{
fixed sp = 1.0;
sp *= step(_Rect.x, IN.scrPos.x);
sp *= step(IN.scrPos.x, _Rect.z);
sp *= step(_Rect.y, IN.scrPos.y);
sp *= step(IN.scrPos.y, _Rect.w);
return tex2D(_MainTex, IN.texcoord) * IN.color*sp;
}
ENDCG
}
}
}