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Fishing2/Assets/Procedural Worlds/Packages - Install/GTS/Shaders/ConversionShaders/GTS_MaskFromDiffuseAlpha.shader
2026-02-28 12:43:44 +08:00

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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
}
}
}