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Testing stencil to prove the order that passes are rendered
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Shader "Unlit/TwoPassStencilShader" | |
{ | |
Properties | |
{ | |
_Color1("Colour1", Color) = (1,0,0,1) | |
_Color2("Colour2", Color) = (0,0,1,1) | |
} | |
SubShader | |
{ | |
Tags{ | |
"RenderType" = "Opaque" | |
"DisableBatching" = "True" //make sure it isn't combining meshes | |
} | |
ZTest always //make sure overlapping mesh is drawn to test the stencil behaviour | |
Pass | |
{ | |
Stencil { | |
Comp always | |
Pass IncrSat | |
} | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
}; | |
float4 _Color1; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
return _Color1; | |
} | |
ENDCG | |
} | |
Pass | |
{ | |
Stencil{ | |
Ref 2 | |
Comp equal | |
Fail DecrSat | |
} | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
}; | |
float4 _Color2; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
return _Color2; | |
} | |
ENDCG | |
} | |
} | |
} |
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