// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/MakeSpecifiedColorTransparent" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} //在这里填入过滤之后保留的底色或基低贴图 _FilterfColor("Ridof (RGB)",Color)=(0,0,0,1) //在这里填写自己需要过滤的颜色 } SubShader { Tags { "RenderType"="Opaque" } Blend SrcAlpha OneMinusSrcAlpha pass { CGPROGRAM #pragma vertex vertext_convert #pragma fragment fragment_convert #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _MainTex1; float4 _FilterfColor; struct Inputvrite { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct Inputfragment { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; }; float ColorLerp(float3 tmp_nowcolor,float3 tmp_FilterfColor) { float3 dis = float3(abs(tmp_nowcolor.x - tmp_FilterfColor.x),abs(tmp_nowcolor.y - tmp_FilterfColor.y),abs(tmp_nowcolor.z - tmp_FilterfColor.z)); float dis0 =sqrt(pow(dis.x,2)+pow(dis.y,2)+pow(dis.z,2)); float maxdis = sqrt(3); float dis1 = lerp(0,maxdis,dis0); return dis1; } Inputfragment vertext_convert(Inputvrite i) { Inputfragment o; o.pos = UnityObjectToClipPos(i.vertex); o.uv = float4(i.texcoord.xy,1,1); return o; } float4 fragment_convert(Inputfragment o) : COLOR { float4 c = tex2D(_MainTex,o.uv); c.a *=ColorLerp(c.rgb,_FilterfColor.rgb); return c; } ENDCG } } FallBack "Diffuse" }
在HDRP中可以剔除颜色
来源:https://www.cnblogs.com/ezhar/p/13432289.html