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