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-
- Shader "Hidden/DepthOverwrite" {
- Properties {
- _Offset ("Offset (m)", Float) = 0.1
- }
- SubShader {
- Tags { "Queue"="Transparent+2000" "RenderType"="Opaque" }
- LOD 100
- Cull Off
- ColorMask 0
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata {
- float4 vertex : POSITION;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _Offset;
- v2f vert (appdata v) {
- v2f o;
- float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0));
- float3 toCamera = normalize(_WorldSpaceCameraPos - worldPos);
- float3 adjustedPos = worldPos + toCamera * _Offset;
- o.vertex = mul(UNITY_MATRIX_VP, float4(adjustedPos, 1.0));
- return o;
- }
- fixed4 frag (v2f i) : SV_Target {
- return float4(1, 0, 0, 1);
- }
- ENDCG
- }
- }
- }
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