Shader "Blendmodes/LinearDodge" { Properties { [Header(Properties)] _MainTex ("Blend Texture", 2D) = "white" {} _Tint1 ("Tint on Texture", Color) = (1,1,1,0) _Tint2 ("Tint on Blended Result", Color) = (1,1,1,0) _Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0 //blending [Header(Blending)] [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5 [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10 // required for UI.Mask [Header(Stencil)] [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 [Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" } LOD 100 Blend [_BlendSrc] [_BlendDst] // required for UI.Mask Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } GrabPass { "_BackgroundTexture" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "CGIncludes/PhotoshopBlendModes.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; float2 bguv : TEXCOORD1; }; sampler2D _MainTex; fixed4 _MainTex_ST; fixed4 _Tint1; fixed4 _Tint2; fixed _Alpha; sampler2D _BackgroundTexture; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = v.color; o.bguv = ComputeGrabScreenPos(o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv); fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color; blendColor.xyz += _Tint1.xyz * _Tint1.a; // perform blend mainColor.xyz = LinearDodge(mainColor.xyz, blendColor.xyz); mainColor.xyz += _Tint2.xyz * _Tint2.a; mainColor.a = blendColor.a * _Alpha; return mainColor; } ENDCG } } }