1
0
Fork 0
LaboratoryProtection/Assets/Plugins/HighlightPlus/Resources/HighlightPlus/HighlightOccluder.shader

62 lines
1.5 KiB
Plaintext

Shader "HighlightPlus/Geometry/SeeThroughOccluder" {
Properties {
_MainTex ("Texture", Any) = "white" {}
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
}
SubShader
{
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" "DisableBatching"="True" }
// Create mask
Pass
{
Stencil {
Ref 2
Comp always
Pass DecrWrap
}
ColorMask 0
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
#if UNITY_REVERSED_Z
o.pos.z += 0.0001;
#else
o.pos.z -= 0.0001;
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return 0;
}
ENDCG
}
}
}