// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. // Unlit alpha-blended shader. // - no lighting // - no lightmap support // - no per-material color Shader "Unlit/AlphaMask" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _AlphaTex ("Alpha mask (R)", 2D) = "white" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; sampler2D _AlphaTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); fixed4 col2 = tex2D(_AlphaTex, i.texcoord); return fixed4(col.r, col.g, col.b, col2.r); } ENDCG } } }