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