Shader "HighlightPlus/Geometry/SeeThrough" { Properties { _MainTex ("Texture", 2D) = "white" {} _SeeThrough ("See Through", Range(0,1)) = 0.8 _SeeThroughTintColor ("See Through Tint Color", Color) = (1,0,0,0.8) _Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property" _CutOff("CutOff", Float ) = 0.5 } SubShader { Tags { "Queue"="Transparent+101" "RenderType"="Transparent" } // See through effect Pass { Stencil { Ref 2 Comp NotEqual Pass keep } ZTest Always ZWrite Off // Cull Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ HP_ALPHACLIP #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos: SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; fixed _SeeThrough; fixed4 _SeeThroughTintColor; fixed _CutOff; 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); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); #if HP_ALPHACLIP clip(col.a - _CutOff); #endif col.rgb = lerp(col.rgb, _SeeThroughTintColor.rgb, _SeeThroughTintColor.a); float scry = i.pos.y; col.rgb += frac( scry * _Time.w ) * 0.1; col.a = _SeeThrough; col.a *= (scry % 2) - 1.0; return col; } ENDCG } } }