49 lines
1.1 KiB
Plaintext
49 lines
1.1 KiB
Plaintext
Shader "Custom/See Through Surfaces 1" {
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Geometry+1"}
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ColorMask 0
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ZWrite off
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Stencil {
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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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CGINCLUDE
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struct appdata {
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float4 vertex : POSITION;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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};
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v2f vert(appdata v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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half4 frag(v2f i) : SV_Target {
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return half4(1,1,0,1);
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}
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ENDCG
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Pass {
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Cull Front
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ZTest Less
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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Pass {
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Cull Back
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ZTest Greater
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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}
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