66 lines
1.7 KiB
Plaintext
66 lines
1.7 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/ChromakeyTransparent" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_TransparentColourKey ("Transparent Colour Key", Color) = (0,0,0,1)
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_TransparencyTolerance ("Transparency Tolerance", Float) = 0.01
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}
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SubShader {
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Pass {
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Tags { "RenderType" = "Opaque" }
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LOD 200
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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 a2v
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{
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float4 pos : 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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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(a2v input)
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{
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v2f output;
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output.pos = UnityObjectToClipPos (input.pos);
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output.uv = input.uv;
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return output;
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}
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sampler2D _MainTex;
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float3 _TransparentColourKey;
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float _TransparencyTolerance;
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float4 frag(v2f input) : SV_Target
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{
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// What is the colour that *would* be rendered here?
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float4 colour = tex2D(_MainTex, input.uv);
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// Calculate the different in each component from the chosen transparency colour
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float deltaR = abs(colour.r - _TransparentColourKey.r);
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float deltaG = abs(colour.g - _TransparentColourKey.g);
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float deltaB = abs(colour.b - _TransparentColourKey.b);
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// If colour is within tolerance, write a transparent pixel
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if (deltaR < _TransparencyTolerance && deltaG < _TransparencyTolerance && deltaB < _TransparencyTolerance)
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{
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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// Otherwise, return the regular colour
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return colour;
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}
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ENDCG
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}
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}
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} |