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- Shader "Custom/Green Screen/Mask Quad"
- {
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- }
- SubShader
- {
- Tags{ "RenderType" = "Transparent"
- "Queue" = "Transparent-2"
- }
- Cull Off
- Lighting On
- ZWrite Off
- ZTest Always
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- //Write in the stencil
- Stencil{
- Ref 129
- Comp always
- Pass replace
- }
- 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;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float alpha;
- v2f vert(appdata v)
- {
- v2f o;
- //o.vertex = UnityObjectToClipPos(v.vertex);
- o.vertex = mul(mul(UNITY_MATRIX_P, UNITY_MATRIX_V), v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- return fixed4(1,1,1,alpha);
- }
- ENDCG
- }
- }
- }
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