Created
February 2, 2019 23:09
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Shader "Custom/SilhouetteShader" | |
{ | |
Properties | |
{ | |
_SilhouetteColor("Silhouette Color", Color) = (0,1,0,1) | |
} | |
SubShader | |
{ | |
Tags{"Queue"="Geometry+1" "RenderType" = "Geometry"} | |
LOD 300 | |
Pass | |
{ | |
Stencil { | |
Ref 5 | |
Comp equal | |
Pass replace | |
} | |
Cull Off | |
ZWrite Off | |
ZTest Greater | |
Lighting Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
HLSLPROGRAM | |
// Required to compile gles 2.0 with standard srp library | |
#pragma prefer_hlslcc gles | |
#pragma exclude_renderers d3d11_9x | |
#pragma target 2.0 | |
#include "LWRP/ShaderLibrary/Lighting.hlsl" | |
#pragma vertex vert | |
#pragma fragment frag | |
float4 _SilhouetteColor; | |
struct VertexInput { | |
float4 vertex : POSITION; | |
}; | |
struct VertexOutput { | |
float4 pos : SV_POSITION; | |
}; | |
VertexOutput vert (VertexInput v) { | |
VertexOutput o; | |
float3 posWS = TransformObjectToWorld(v.vertex.xyz); | |
o.pos = TransformWorldToHClip(posWS); | |
return o; | |
} | |
half4 frag(VertexOutput i) : COLOR { | |
half4 color = _SilhouetteColor; | |
return color; | |
} | |
ENDHLSL | |
} | |
} | |
FallBack "Hidden/InternalErrorShader" | |
} | |
Shader "Custom/ObstacleShader" | |
{ | |
Properties | |
{ | |
[...] | |
} | |
SubShader | |
{ | |
Pass | |
{ | |
Stencil | |
{ | |
Ref 5 | |
Comp Always | |
Pass Replace | |
} | |
[...] | |
ENDHLSL | |
} | |
} |
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