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Shader "Hidden/VolumetricLights/TransparentDepthWrite"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1)
}
SubShader
{
ColorMask A
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 depth : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.depth = o.vertex.zw;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 color = half4(1, 1, 1, i.depth.x/i.depth.y);
return color;
}
ENDCG
}
}
}