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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Suimono2/DepthMask2" {
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparency" }
Cull Back Lighting Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma surface surf NoLight noambient vertex:vert
#include "UnityCG.cginc"
sampler2D _suimono_TransTex;
float _Suimono_isLinear;
struct Input {
float4 projPos;
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
float4 pos = UnityObjectToClipPos(v.vertex);
o.projPos = ComputeScreenPos(pos);
COMPUTE_EYEDEPTH(o.projPos.z);
}
float4 LightingNoLight (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten){
return float4(s.Albedo,s.Alpha);
}
void surf (Input IN, inout SurfaceOutput o) {
//get screen Textures
o.Albedo = tex2Dproj(_suimono_TransTex, UNITY_PROJ_COORD(IN.projPos)).rgb;
//Gamma Conversion
//o.Albedo = o.Albedo * lerp(0.81, 1.0, _Suimono_isLinear);
o.Alpha = 1.0;
}
ENDCG
}
fallback "Standard"
}