Shader "Hidden/Griffin/UnlitChannelMask" { Properties { _MainTex ("Texture", 2D) = "white" {} _Mask ("Mask", Vector) = (1,1,1,1) } SubShader { Tags { "RenderType"="Transparent" } LOD 100 ZTest Always ZWrite Off 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; float4 _Mask; 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 = tex2D(_MainTex, i.uv); col = float4(col.x*_Mask.x, col.y*_Mask.y, col.z*_Mask.z, col.w*_Mask.w); return col; } ENDCG } } }