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- Shader "Hidden/ShowSkeleton"
- {
- Properties
- {
- _Color("Color", Color) = (1,1,1,1)
- }
- SubShader
- {
- Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Pass
- {
- ZWrite Off
- ZTest Off
- Cull Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
- #include "UnityCG.cginc"
- struct appdata_t {
- float4 vertex : POSITION;
- float4 color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- fixed4 color : COLOR;
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- float4 _Color;
- v2f vert(appdata_t v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.color = v.color * _Color;
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- return i.color;
- }
- ENDCG
- }
- }
- }
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