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2025-06-11 16:50:56 +09:00

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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
}
}
}