forked from BilalY/Rasagar
61 lines
1.0 KiB
Plaintext
61 lines
1.0 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unlit/ScreenCutoutShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Lighting Off
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Cull Back
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ZWrite On
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ZTest Less
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Fog{ Mode Off }
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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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float4 screenPos : TEXCOORD1;
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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.screenPos = ComputeScreenPos(o.vertex);
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag (v2f i) : SV_Target
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{
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i.screenPos /= i.screenPos.w;
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fixed4 col = tex2D(_MainTex, float2(i.screenPos.x, i.screenPos.y));
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return col;
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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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