Shader "Unlit/BlackAreaBlit2" { Properties { _MainTex ("Texture", 2D) = "white" {} _MaskTex ("Mask Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } LOD 100 Pass { ZTest Off ZWrite Off Cull Off HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #pragma vertex vert #pragma fragment frag struct appdata { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 positionHCS : SV_POSITION; }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float4 _MaskTex_ST; CBUFFER_END v2f vert (appdata v) { v2f o; o.positionHCS = TransformObjectToHClip(v.positionOS.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } half4 frag (v2f i) : SV_Target { // sample the texture half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv); float minAlpha = 0.2; if (mask.r > 0) { float scale = mask.r * 1; scale = min(scale, 0.6); scale = max(scale, minAlpha); return col * scale; } return col * minAlpha; } ENDHLSL } } }