Shader "Hidden/GTS_MaskFromDiffuseAlpha" { Properties { _MainTex ("Texture", 2D) = "white" {} _DiffuseTex("DiffuseTex", 2D) = "white" {} _AO("AO", Float) = 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 _MainTex; sampler2D _DiffuseTex; float _AO; fixed4 frag (v2f i) : SV_Target { float4 finalMask = float4(0,0,0,0); float diffuseAlpha = tex2D(_DiffuseTex, i.uv).a; return float4(0,_AO,0, diffuseAlpha); } ENDCG } } }