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