112 lines
1.7 KiB
Plaintext
112 lines
1.7 KiB
Plaintext
Shader "Hidden/Highlighted/Cut"
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{
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Properties
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{
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[HideInInspector] _MainTex ("", 2D) = "" {}
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[HideInInspector] _HighlightingFillAlpha ("", Range(0.0, 1.0)) = 1.0
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}
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SubShader
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{
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Lighting Off
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Fog { Mode off }
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ZWrite Off
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ZTest Always
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Cull Back
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Pass
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{
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Stencil
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{
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Ref 1
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Comp NotEqual
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Pass Keep
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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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#pragma target 2.0
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#include "UnityCG.cginc"
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struct vs_input
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{
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float4 vertex : POSITION;
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half2 texcoord : TEXCOORD0;
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};
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struct ps_input
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{
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float4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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ps_input vert(vs_input v)
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{
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ps_input o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
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return o;
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}
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fixed4 frag(ps_input i) : SV_Target
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{
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return tex2D(_MainTex, i.uv);
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}
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ENDCG
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}
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Pass
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{
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Stencil
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{
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Ref 1
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Comp Equal
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Pass Keep
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ZFail Keep
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}
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ColorMask A
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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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#pragma target 2.0
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#include "UnityCG.cginc"
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struct vs_input
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{
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float4 vertex : POSITION;
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};
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struct ps_input
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{
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float4 pos : SV_POSITION;
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};
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uniform float _HighlightingFillAlpha;
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ps_input vert(vs_input v)
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{
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ps_input o;
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag() : SV_Target
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{
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return fixed4(0, 0, 0, _HighlightingFillAlpha);
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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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}
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