54 lines
1004 B
Plaintext
54 lines
1004 B
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Highlighted/Opaque"
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{
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Properties
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{
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[HideInInspector] _ZTest ("", Int) = 8 // UnityEngine.Rendering.CompareFunction. 4 = LessEqual, 8 = Always
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[HideInInspector] _StencilRef ("", Int) = 1
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}
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SubShader
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{
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Pass
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{
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Lighting Off
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Fog { Mode Off }
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ZWrite [_HighlightingZWrite]
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ZTest [_ZTest]
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Offset [_HighlightingOffsetFactor], [_HighlightingOffsetUnits]
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Stencil
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{
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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ZFail Keep
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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uniform fixed4 _Color;
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struct appdata_vert
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{
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float4 vertex : POSITION;
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};
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float4 vert(appdata_vert v) : SV_POSITION
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{
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return UnityObjectToClipPos(v.vertex);
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}
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fixed4 frag() : SV_Target
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{
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return _Color;
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}
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ENDCG
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}
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}
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Fallback Off
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} |