75 lines
2.1 KiB
Plaintext
75 lines
2.1 KiB
Plaintext
Shader "Hidden/Beautify2/DepthOnlyAlphaTest"
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{
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Properties
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{
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[MainTexture] _BaseMap ("Texture", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
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_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
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}
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SubShader
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{
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ColorMask 0
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ZWrite On
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Cull Back
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Pass
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{
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Name "Beautify DepthOnly Alpha Test Pass"
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HLSLPROGRAM
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#pragma target 4.5
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#pragma vertex UnlitPassVertex
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#pragma fragment UnlitPassFragment
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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half _OutlineCutOff;
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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CBUFFER_END
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#ifdef UNITY_DOTS_INSTANCING_ENABLED
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UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
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UNITY_DOTS_INSTANCED_PROP(float4, _BaseMap_ST)
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UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
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#define _BaseMap_ST UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _BaseMap_ST)
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#endif
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#include "DepthOnlyAlphaTest_Include.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Beautify DepthOnly Alpha Test Pass" // for older GPUs with no DOTs instancing
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex UnlitPassVertex
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#pragma fragment UnlitPassFragment
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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half _OutlineCutOff;
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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CBUFFER_END
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#include "DepthOnlyAlphaTest_Include.hlsl"
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ENDHLSL
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}
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}
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}
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