Shader "Hidden/CPSSSSSReplacement" { Properties { _MainTex("Texture", 2D) = "black" {} _MaskTex("Texture", 2D) = "black" {} _SSColor("Color", Color) = (0,0,0,0) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 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 _SSColor; uint _MaskSource; uniform sampler2D _MaskTex; 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 { // sample the texture fixed4 col = fixed4(1,1,1,1); if (_MaskSource == 0) col = tex2D(_MainTex, i.uv); if (_MaskSource == 1) col = tex2D(_MaskTex, i.uv); return _SSColor*col.a; } ENDCG } } SubShader { Tags{ "RenderType" = "Transparent" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { // sample the texture discard; return 0; } ENDCG } } //Fallback "Legacy Shaders/Diffuse" }