68 lines
1.6 KiB
Plaintext
68 lines
1.6 KiB
Plaintext
Shader "Hidden/BoneHandles"
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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" "RenderType"="Transparent" "ForceSupported" = "True" }
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Back
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Fog { Mode Off }
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ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#pragma multi_compile __ WIRE_ON
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
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UNITY_INSTANCING_BUFFER_END(Props)
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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_TRANSFER_INSTANCE_ID(v, 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 (v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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fixed4 col = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
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#ifdef WIRE_ON
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col.a = 1.0f;
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#endif
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return col;
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}
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ENDCG
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}
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}
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}
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