Shader "Amazing Assets/Curved World/2D/Sprite-Mask" { Properties { [HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0) [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [HideInInspector] _Cutoff ("Mask alpha cutoff", Range(0.0, 1.0)) = 0.0 } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" ENDHLSL SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" "RenderPipeline" = "UniversalPipeline" } Cull Off Lighting Off ZWrite Off Blend Off ColorMask 0 Pass { Tags{ "LightMode" = "Universal2D" } HLSLPROGRAM #pragma vertex MaskRenderingVertex #pragma fragment MaskRenderingFragment #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/CurvedWorldTransform.cginc" #include "SpriteMaskShared.hlsl" ENDHLSL } Pass { Tags{ "LightMode" = "NormalsRendering" } HLSLPROGRAM #pragma vertex MaskRenderingVertex #pragma fragment MaskRenderingFragment #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/CurvedWorldTransform.cginc" #include "SpriteMaskShared.hlsl" ENDHLSL } Pass { Tags{ "LightMode" = "UniversalForward" } HLSLPROGRAM #pragma vertex MaskRenderingVertex #pragma fragment MaskRenderingFragment #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/CurvedWorldTransform.cginc" #include "SpriteMaskShared.hlsl" ENDHLSL } } CustomEditor "AmazingAssets.CurvedWorldEditor.DefaultShaderGUI" }