Files
Infratest/Assets/Resources/Example/Misc/CheckPointGTASA.shader
T

64 lines
1.5 KiB
Plaintext

Shader "Custom/CheckPointGTASA"
{
Properties
{
[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags
{
"RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline"
}
Pass
{
Blend One OneMinusSrcAlpha
Cull Off
ZClip True
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct Varyings
{
float4 clipPos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.clipPos = TransformObjectToHClip(IN.vertex);
OUT.uv = IN.uv;
OUT.normal = IN.normal;
return OUT;
}
float4 _BaseColor;
half4 frag(Varyings IN) : SV_Target
{
if (IN.normal.y > 0) return float(0);
float4 finalColor = _BaseColor;
finalColor.a = IN.uv.y;
return finalColor;
}
ENDHLSL
}
}
}