NewN_UAVPlane/Assets/Plugins/HighlightingSystem/Resources/HighlightingCut.shader

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