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54 行
716 B

Shader "Hidden/ShowAlphaChannel" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_EdgeTex ("_EdgeTex", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _EdgeTex;
uniform float4 _MainTex_TexelSize;
float filterRadius;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv.xy);
half edges = color.a;
return edges;
}
ENDCG
}
}
Fallback off
}