1
2
3 Shader
"Hidden/ShowAlphaChannel" {
4 Properties {
5     _MainTex (
"Base (RGB)", 2D) = "white" {}
6     _EdgeTex (
"_EdgeTex", 2D) = "white" {}
7 }
8
9 SubShader {
10     Pass {
11         ZTest Always Cull Off ZWrite Off
12
13 CGPROGRAM
14 #pragma vertex vert
15 #pragma fragment frag
16
17 #include
"UnityCG.cginc"
18
19 uniform sampler2D _MainTex;
20 uniform sampler2D _EdgeTex;
21
22 uniform float4 _MainTex_TexelSize;

23
24 float
filterRadius;
25
26 struct
v2f {
27     float4 pos : SV_POSITION;
28     float2 uv : TEXCOORD0;
29 };
30
31 v2f vert( appdata_img v )
32 {
33     v2f o;
34     o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
35     o.uv = v.texcoord.xy;
36     
37     
return o;
38 }
39
40 half4 frag (v2f i) : SV_Target
41 {
42
43     half4 color = tex2D(_MainTex, i.uv.xy);
44     half edges = color.a;
45     
46     
return edges;
47 }
48 ENDCG
49     }
50 }
51
52 Fallback off
53
54 }


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