I am trying to create a shader that can be used to clip 2D sprites in a game, I found this shader in another question
Shader "Sprites/ClipArea"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_Length ("Length", Range(0.0, 1.0)) = 1.0
_Width ("Width", Range(0.0, 1.0)) = 0.5
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float _Length;
float _Width;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
return o;
}
half4 frag (v2f IN) : COLOR
{
if ((IN.texcoord.x<0) || (IN.texcoord.x>_Width) || (IN.texcoord.y<0) || (IN.texcoord.y>_Length))
{
half4 colorTransparent = half4(0,0,0,0) ;
return colorTransparent ;
}
return tex2D(_MainTex, IN.texcoord);
}
ENDCG
}
}
}
which works perfectly on single sprites, but I am using sprite sheets, divided by Unity Sprite editor.
The _Width variable in the shader is covering the whole sprite sheet, not the sprite I am working on. I searched for a way to get the current sprite rect inside the shader but couldnt find anything.