| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960 |
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Unlit/ScreenCutoutShader"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader
- {
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Lighting Off
- Cull Back
- ZWrite On
- ZTest Less
-
- Fog{ Mode Off }
- 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;
- float4 screenPos : TEXCOORD1;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.screenPos = ComputeScreenPos(o.vertex);
- return o;
- }
-
- sampler2D _MainTex;
- fixed4 frag (v2f i) : SV_Target
- {
- i.screenPos /= i.screenPos.w;
- fixed4 col = tex2D(_MainTex, float2(i.screenPos.x, i.screenPos.y));
-
- return col;
- }
- ENDCG
- }
- }
- }
|