HeavenStudioPlus/Assets/Shaders/Stencil/SetAlpha.shader

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Shader "Custom/Set Alpha"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent+1"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref 1
Comp always
Pass replace
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
clip (col.a - 0.001);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}