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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
- }
|