Shader "com.unity3d.animation/SpriteBitmask" { Properties { _MainTex("Sprite Texture", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" "PreviewType" = "Plane" } Cull Off Lighting Off ZWrite Off Blend Off ColorMask A Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } fixed4 SampleSpriteTexture(float2 uv) { fixed4 color = tex2D(_MainTex, uv); return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord); return c; } ENDCG } } }