Shader "Hidden/GTS_ConvertMaskMap" { Properties { _Albedo ("Albedo", 2D) = "white" {} _HasAlbedo ("HasAlbedo", Int) = 1 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _Albedo; int _HasAlbedo; fixed4 frag(v2f i) : SV_Target { float4 mask = float4(0,1,0,0.1); if (_HasAlbedo) { fixed4 albedo = tex2D(_Albedo, i.uv); mask.a = albedo.a; } return mask; } ENDCG } } }