HighlightingOpaque.shader 1.8 KB

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  1. Shader "Hidden/Highlighted/Opaque"
  2. {
  3. Properties
  4. {
  5. [HideInInspector] _HighlightingColor ("", Color) = (1, 1, 1, 1)
  6. }
  7. SubShader
  8. {
  9. Lighting Off
  10. Fog { Mode Off }
  11. ZWrite Off // Manual depth test
  12. ZTest Always // Manual depth test
  13. Pass
  14. {
  15. Stencil
  16. {
  17. Ref 1
  18. Comp Always
  19. Pass Replace
  20. ZFail Keep
  21. }
  22. CGPROGRAM
  23. #pragma vertex vert
  24. #pragma fragment frag
  25. #pragma fragmentoption ARB_precision_hint_fastest
  26. #pragma target 2.0
  27. #pragma multi_compile __ HIGHLIGHTING_OVERLAY
  28. #include "UnityCG.cginc"
  29. uniform fixed4 _HighlightingColor;
  30. #ifndef HIGHLIGHTING_OVERLAY
  31. UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
  32. #endif
  33. struct vs_input
  34. {
  35. float4 vertex : POSITION;
  36. UNITY_VERTEX_INPUT_INSTANCE_ID
  37. };
  38. struct ps_input
  39. {
  40. float4 pos : SV_POSITION;
  41. #ifndef HIGHLIGHTING_OVERLAY
  42. float4 screen : TEXCOORD0;
  43. #endif
  44. };
  45. ps_input vert(vs_input v)
  46. {
  47. ps_input o;
  48. UNITY_SETUP_INSTANCE_ID(v);
  49. o.pos = UnityObjectToClipPos(v.vertex);
  50. #ifndef HIGHLIGHTING_OVERLAY
  51. o.screen = ComputeScreenPos(o.pos);
  52. COMPUTE_EYEDEPTH(o.screen.z);
  53. #endif
  54. return o;
  55. }
  56. fixed4 frag(ps_input i) : SV_Target
  57. {
  58. #ifndef HIGHLIGHTING_OVERLAY
  59. float z = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screen));
  60. float perspZ = LinearEyeDepth(z); // LinearEyeDepth automatically handles UNITY_REVERSED_Z case
  61. #if defined(UNITY_REVERSED_Z)
  62. z = 1 - z;
  63. #endif
  64. float orthoZ = _ProjectionParams.y + z * (_ProjectionParams.z - _ProjectionParams.y); // near + z * (far - near)
  65. float sceneZ = lerp(perspZ, orthoZ, unity_OrthoParams.w);
  66. clip(sceneZ - i.screen.z + 0.01);
  67. #endif
  68. return _HighlightingColor;
  69. }
  70. ENDCG
  71. }
  72. }
  73. Fallback Off
  74. }