// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Kinect/GradientShader" { Properties { _MainTex ("_MainTex", 2D) = "white" {} _ErodeTex ("_ErodeTex", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _ErodeTex; float4 _MainTex_ST; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : COLOR { fixed4 texMain = tex2D(_MainTex, i.uv); fixed4 texErode = tex2D(_ErodeTex, i.uv); fixed4 texGradient = fixed4(texMain.rgb, max(texMain.a - texErode.a, 0.0)); //if(texGradient.a < 0.2) texGradient.a = 0.0; return texGradient; } ENDCG } } }