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

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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
}
}
}