65 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			65 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI/UIEmptyShader"
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{
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    Properties
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    {
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        _MainTex ("Texture", 2D) = "white" {}
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    }
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    SubShader
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    {
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        Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "true" }
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        Stencil
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        {
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            Ref 1
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            Comp Always
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            Pass Replace
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        }
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        Pass
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        {
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            ZTest[unity_GUIZTestMode]
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            ZWrite Off
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            Cull Off
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            Blend SrcAlpha OneMinusSrcAlpha
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #include "UnityCG.cginc"
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            struct appdata
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            {
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                float4 vertex : POSITION;
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                float2 uv : TEXCOORD0;
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            };
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            struct v2f
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            {
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                float2 uv : TEXCOORD0;
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                float4 vertex : SV_POSITION;
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            };
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            v2f vert (appdata v)
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            {
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                v2f o;
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                o.vertex = UnityObjectToClipPos(v.vertex);
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                o.uv = v.uv;
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                return o;
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            }
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            sampler2D _MainTex;
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            fixed4 frag (v2f i) : SV_Target
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            {
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                fixed4 col = tex2D(_MainTex, i.uv);
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                col.a = 0;
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                // just invert the colors
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                return col;
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            }
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            ENDCG
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        }
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    }
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}
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