// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/CaptureGray" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Color",Color)=(1,1,1,1) //_OutRegionTex ("OutRegionTexture", 2D) = "white" {} //_LeftDownConner("UV",Vector)=(0,0,0,0) //_RightUpConner("UV",Vector)=(0,0,0,0) _Rect("Rect",Vector)=(0,0,1,1) } SubShader { Tags { "RenderType"="Transparent" } LOD 100 ZTest Always Cull Off ZWrite Off Fog{ Mode Off } Blend SrcAlpha OneMinusSrcAlpha //Blend One DstColor Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; //fixed4 _LeftDownConner; //fixed4 _RightUpConner; fixed4 _Rect; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col =_Color; float2 uv = i.uv ; if(uv.x> _Rect.x&&uv.x< _Rect.z && uv.y> _Rect.y&&uv.y< _Rect.w) col.a = 0; return col; } ENDCG } } }