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- Shader "Unlit/RayTarget"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _AlphaCutOff ("CutOff", FLOAT) = 0.5
- }
- SubShader
- {
- Pass
- {
- Tags
- {
- "Queue" = "Transparent"
- "RenderType" = "Transparent"
- }
- ZWrite Off
- Cull Off
- ColorMask RGBA
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv);
- return col;
- }
- ENDCG
- }
-
- Pass
- {
- Tags
- {
- "Queue" = "Opaque"
- "RenderType" = "Opaque"
- }
- ZWrite On
- Cull Off
- ColorMask 0
- Blend Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _AlphaCutOff;
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv);
- if (col.w < _AlphaCutOff)
- {
- discard;
- }
- return col;
- }
- ENDCG
- }
- }
- }
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