57 lines
1.2 KiB
Plaintext
57 lines
1.2 KiB
Plaintext
Shader "Custom/URP/SeeThroughSurfaces1"
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{
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SubShader
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{
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Tags
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{
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"RenderPipeline"="UniversalRenderPipeline"
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"RenderType"="Opaque"
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"Queue"="Geometry+1"
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}
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ColorMask 0
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ZWrite Off
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Stencil
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{
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Ref 1
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Comp Always
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Pass Replace
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}
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Pass
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{
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Name "ForwardLitStencil"
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float3 positionOS : POSITION;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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};
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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// No dibuja nada, solo stencil
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return half4(1,1,0,1);
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}
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ENDHLSL
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}
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}
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} |