Shader "AIGame/HomeExplorerCutout" { Properties { _MainTex ("Tex", 2D) = "white" {} _Key ("Key", Color) = (1, 0, 1, 1) } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _Key; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 c = tex2D(_MainTex, i.uv); float d = distance(c.rgb, _Key.rgb); c.a = smoothstep(0.18, 0.42, d); if (c.a < 0.02) discard; return c; } ENDCG } } }