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- Shader "ParticleEffectProfiler/OverDraw"
- {
- SubShader
- {
- Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
- LOD 100
- Fog { Mode Off }
- ZWrite Off
- ZTest Always
- Blend One One
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- };
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- return fixed4(0.1, 0.04, 0.02, 0);
- }
- ENDCG
- }
- }
- }
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