Rasagar/Library/PackageCache/com.unity.probuilder/Content/Shader/FaceHighlight.shader
2024-08-26 23:07:20 +03:00

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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
}
}
}