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66 行
1.7 KiB

Shader "Perception/SegRemoveBackgroundShader"
{
Properties
{
_MainTex ("Main Texture", 2D) = "defaulttexture" { }
_RemoveColor ("Remove Color", Color) = (0, 0, 0, 1)
_SegmentTransparency("Segment Transparency", Range(0.0,1.0)) = 0.5
_BackTransparency("Background Transparency", Range(0.0,1.0)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag Lambert alpha
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
fixed4 _RemoveColor;
float _SegmentTransparency;
float _BackTransparency;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
if (abs(col.r - _RemoveColor.r) < .001f && abs(col.g - _RemoveColor.g) < .001f && abs(col.b - _RemoveColor.b) < .001f)
col.a = _BackTransparency;
else
col.a = _SegmentTransparency;
return col;
}
ENDCG
}
}
}