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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
}
}
}