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VR-WuKong/Packages/PICO Unity Integration SDK-3.3.2-20251111/Assets/Resources/Hand/HandPose/Shaders/TransparentOutlinedHand-PrepassZ.shader
2025-11-13 17:40:28 +08:00

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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"
}