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- Shader "Hidden/TrueShadow/Cutout"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Offset ("Offset", Vector) = (0,0,0,0)
- }
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
- Blend Zero OneMinusSrcAlpha, Zero OneMinusSrcAlpha
- BlendOp Add, Add
- // ColorMask a
-
- 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;
- }
-
- uniform sampler2D _MainTex;
- uniform float2 _Offset;
- uniform float _OverflowAlpha;
-
- fixed4 frag(v2f i) : SV_Target
- {
- float2 uv = i.uv + _Offset;
-
- if (any(uv > 1) || any(uv < 0))
- return _OverflowAlpha;
-
- return fixed4(0, 0, 0, tex2D(_MainTex, uv).a);
- }
- ENDCG
- }
- }
- }
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