// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UsayaLib/Obsolete/SpriteMask"{ Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent+1" "IgnoreProjector" = "True" } ColorMask 0 ZWrite Off AlphaTest Greater 0.5 ZTest Always Stencil { Ref 1 Comp always Pass replace } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag(v2f i) : COLOR { fixed4 col = tex2D(_MainTex, i.texcoord); if(col.a < 0.1) discard; return col; } ENDCG } } }