// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Kinect/ForegroundShader" { Properties { _MainTex ("_MainTex", 2D) = "white" {} _ColorTex ("_ColorTex", 2D) = "white" {} _GradientTex("GradientTex (RGB)", 2D) = "white" {} _GradientColor("GradientColor", Color) = (1, 1, 1, 1) } 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 _ColorTex; uniform sampler2D _GradientTex; uniform half4 _GradientColor; float4 _MainTex_ST; float4 _ColorTex_ST; float4 _GradientTex_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; } half4 frag (v2f i) : COLOR { half4 texMain = tex2D(_MainTex, i.uv); half4 texColor = tex2D(_ColorTex, i.uv); half gradA = tex2D(_GradientTex, i.uv).a; bool gradMask = gradA > 0.5 && _GradientColor.a > 0.0; half4 fgColor = texColor * (1.0 - gradMask) + _GradientColor * gradMask; //half4 fgColor = texColor; half4 texForeground = half4(fgColor.rgb, texMain.a); return texForeground; } ENDCG } } }