U3D_TobaccoWarehouseISMDTSy.../Assets/HighlightPlus/Resources/HighlightPlus/HighlightMask.shader

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Shader "HighlightPlus/Geometry/Mask" {
Properties {
_MainTex ("Texture", Any) = "white" {}
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_CutOff("CutOff", Float ) = 0.5
_Cull ("Cull Mode", Int) = 2
_ZTest ("ZTest", Int) = 4
}
SubShader
{
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" "DisableBatching"="True" }
CGINCLUDE
#include "UnityCG.cginc"
#include "CustomVertexTransform.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
fixed _CutOff;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv : TEXCOORD0;
#if HP_DEPTHCLIP
float4 scrPos : TEXCOORD1;
float depth : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = ComputeVertexPosition(v.vertex);
o.uv = TRANSFORM_TEX (v.uv, _MainTex);
#if HP_DEPTHCLIP
o.scrPos = ComputeScreenPos(o.pos);
COMPUTE_EYEDEPTH(o.depth);
#endif
#if UNITY_REVERSED_Z
o.pos.z += 0.0001;
#else
o.pos.z -= 0.0001;
#endif
return o;
}
float GetEyeDepth(float rawDepth) {
float persp = LinearEyeDepth(rawDepth);
float ortho = (_ProjectionParams.z-_ProjectionParams.y)*(1-rawDepth)+_ProjectionParams.y;
return lerp(persp,ortho,unity_OrthoParams.w);
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#if HP_ALPHACLIP
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - _CutOff);
#endif
#if HP_DEPTHCLIP
float sceneZ = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(i.scrPos.xy / i.scrPos.w));
float sceneDepth = GetEyeDepth(sceneZ);
clip(sceneDepth - i.depth * 0.999);
#endif
return 0;
}
ENDCG
// Create mask
Pass
{
Name "Mask"
Stencil {
Ref 2
Comp always
Pass replace
WriteMask 2
ReadMask 2
}
ColorMask 0
ZWrite Off
Cull [_Cull] // default Cull Back improves glow in high quality)
ZTest [_ZTest]
CGPROGRAM
#pragma multi_compile_local _ HP_ALPHACLIP
#pragma multi_compile_local _ HP_DEPTHCLIP
#pragma vertex vert
#pragma fragment frag
ENDCG
}
// Create mask for see-through (the only difference is the ZTest)
Pass
{
Name "See-through Mask"
Stencil {
Ref 2
Comp always
Pass replace
WriteMask 2
ReadMask 2
}
ColorMask 0
ZWrite Off
Cull [_Cull] // default Cull Back improves glow in high quality)
ZTest LEqual
CGPROGRAM
#pragma multi_compile_local _ HP_ALPHACLIP
#pragma multi_compile_local _ HP_DEPTHCLIP
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}