2025-02-21 17:26:17 +08:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/CaptureGray"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color",Color)=(1,1,1,1)
//_OutRegionTex ("OutRegionTexture", 2D) = "white" {}
//_LeftDownConner("UV",Vector)=(0,0,0,0)
//_RightUpConner("UV",Vector)=(0,0,0,0)
_Rect("Rect",Vector)=(0,0,1,1)
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
ZTest Always Cull Off ZWrite Off Fog{ Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
//Blend One DstColor
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
//fixed4 _LeftDownConner;
//fixed4 _RightUpConner;
fixed4 _Rect;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col =_Color;
float2 uv = i.uv ;
if(uv.x> _Rect.x&&uv.x< _Rect.z && uv.y> _Rect.y&&uv.y< _Rect.w)
col.a = 0;
return col;
}
ENDCG
}
}
}