54 lines
1.4 KiB
Plaintext
54 lines
1.4 KiB
Plaintext
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Shader "HandEditor/Transparent Outlined Hand (PrepassZ)"
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{
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SubShader
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{
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Tags
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{
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"Queue"="Transparent" "RenderType"="Transparent"
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}
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LOD 200
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// Pre-pass Zwrite. Makes the semitransparent hands
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// sort correctly (i.e., the fingers blend onto the
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// background, but not each other!)
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Pass
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{
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ZWrite On
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ColorMask A // Prevents Z prepass from actually drawing anything.
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct appdata
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{
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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uniform float _HandThickness;
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v2f vert(appdata 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_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag() : SV_Target { return 0; } // nop!
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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