FiE-Game/Assets/Highlighting System/Resources/HighlightingTransparent.shader

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2023-07-27 13:48:00 +02:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Highlighted/Transparent"
{
Properties
{
[HideInInspector] _MainTex ("", 2D) = "" {}
[HideInInspector] _Cutoff ("", Float) = 0.5
[HideInInspector] _ZTest ("", Float) = 8 // UnityEngine.Rendering.CompareFunction. 4 = LessEqual, 8 = Always
[HideInInspector] _StencilRef ("", Float) = 1
[HideInInspector] _Cull ("", Float) = 2 // UnityEngine.Rendering.CullMode.Back
}
SubShader
{
Pass
{
Lighting Off
Fog { Mode Off }
ZWrite [_HighlightingZWrite]
ZTest [_ZTest]
Offset [_HighlightingOffsetFactor], [_HighlightingOffsetUnits]
Cull [_Cull]
Stencil
{
Ref [_StencilRef]
Comp Always
Pass Replace
ZFail Keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform fixed4 _Outline;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform fixed _Cutoff;
struct appdata_vert_tex
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 pos : POSITION;
float2 texcoord : TEXCOORD0;
fixed alpha : TEXCOORD1;
};
v2f vert(appdata_vert_tex v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.alpha = v.color.a;
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed a = tex2D(_MainTex, i.texcoord).a;
clip(a - _Cutoff);
fixed4 c = _Outline;
c.a *= i.alpha;
return c;
}
ENDCG
}
}
Fallback Off
}