#include "UnityCG.cginc" struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; }; v2f vert( appdata_img v ) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord.xy; return o; } sampler2D _MainTex; sampler2D _MaskTex; half4 _Threshhold; fixed4 frag(v2f i):COLOR { half4 color = tex2D(_MainTex, i.uv); half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb); half intensity = dot(tColor, half3(0.3,0.3,0.3)); return clamp(color * intensity * tex2D(_MaskTex, i.uv).r,0,65000); } fixed4 fragNOI(v2f i):COLOR { half4 color = tex2D(_MainTex, i.uv); half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb); return half4(tColor, 1.0) * tex2D(_MaskTex, i.uv).r; }