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- Shader "Hidden/Highlighted/Opaque"
- {
- Properties
- {
- [HideInInspector] _HighlightingColor ("", Color) = (1, 1, 1, 1)
- }
-
- SubShader
- {
- Lighting Off
- Fog { Mode Off }
- ZWrite Off // Manual depth test
- ZTest Always // Manual depth test
- Pass
- {
- Stencil
- {
- Ref 1
- Comp Always
- Pass Replace
- ZFail Keep
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma target 2.0
- #pragma multi_compile __ HIGHLIGHTING_OVERLAY
- #include "UnityCG.cginc"
- uniform fixed4 _HighlightingColor;
- #ifndef HIGHLIGHTING_OVERLAY
- UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
- #endif
-
- struct vs_input
- {
- float4 vertex : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct ps_input
- {
- float4 pos : SV_POSITION;
- #ifndef HIGHLIGHTING_OVERLAY
- float4 screen : TEXCOORD0;
- #endif
- };
-
- ps_input vert(vs_input v)
- {
- ps_input o;
- UNITY_SETUP_INSTANCE_ID(v);
- o.pos = UnityObjectToClipPos(v.vertex);
- #ifndef HIGHLIGHTING_OVERLAY
- o.screen = ComputeScreenPos(o.pos);
- COMPUTE_EYEDEPTH(o.screen.z);
- #endif
- return o;
- }
- fixed4 frag(ps_input i) : SV_Target
- {
- #ifndef HIGHLIGHTING_OVERLAY
- float z = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screen));
- float perspZ = LinearEyeDepth(z); // LinearEyeDepth automatically handles UNITY_REVERSED_Z case
- #if defined(UNITY_REVERSED_Z)
- z = 1 - z;
- #endif
- float orthoZ = _ProjectionParams.y + z * (_ProjectionParams.z - _ProjectionParams.y); // near + z * (far - near)
- float sceneZ = lerp(perspZ, orthoZ, unity_OrthoParams.w);
- clip(sceneZ - i.screen.z + 0.01);
- #endif
- return _HighlightingColor;
- }
- ENDCG
- }
- }
- Fallback Off
- }
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