Shader "Hidden/ProBuilder/FaceHighlight" { Properties { _Color ("Color Tint", Color) = (1,1,1,1) _Dither ("Dithering", float) = 0 _HandleZTest ("_HandleZTest", Int) = 8 _HandleZWrite("_HandleZWrite", Int) = 0 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" } Lighting Off ZTest [_HandleZTest] ZWrite [_HandleZWrite] Cull Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "ProBuilderCG.cginc" float4 _Color; float _Dither; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPosWithOffset(v.vertex.xyz); return o; } half4 frag (v2f i) : COLOR { i.pos.xy = floor(i.pos.xy * 1) * .5; float checker = -frac(i.pos.x + i.pos.y); clip(lerp(1, checker, _Dither)); return _Color; } ENDCG } } }