// CaptureTexture 의 알파를 그레이스케일 RGB 로 출력. 알파는 1 고정. // 검정 = 알파 0, 흰색 = 알파 1 Shader "Hidden/Streamingle/AlphaOnly" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } Pass { ZWrite Off ZTest Always Cull Off Blend Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" half4 Frag(Varyings input) : SV_Target { half a = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord).a; return half4(a, a, a, 1.0); } ENDHLSL } } Fallback Off }