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- Shader "Hidden/VolumetricFog2/DepthOnly"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _AlphaCutOff("Alpha CutOff", Float) = 0
- _Cull("Culling", Int) = 2
- }
- SubShader
- {
- ColorMask 0
- ZWrite On
- Cull [_Cull]
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_local _ DEPTH_PREPASS_ALPHA_TEST
- #include "UnityCG.cginc"
- half _AlphaCutOff;
- sampler2D _MainTex;
- struct appdata
- {
- float4 vertex : POSITION;
- #if DEPTH_PREPASS_ALPHA_TEST
- float2 uv : TEXCOORD0;
- #endif
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- #if DEPTH_PREPASS_ALPHA_TEST
- float2 uv : TEXCOORD0;
- #endif
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- #if DEPTH_PREPASS_ALPHA_TEST
- o.uv = v.uv;
- #endif
- return o;
- }
- half4 frag (v2f i) : SV_Target
- {
- #if DEPTH_PREPASS_ALPHA_TEST
- half4 color = tex2D(_MainTex, i.uv);
- clip(color.a - _AlphaCutOff);
- #endif
- return 0;
- }
- ENDCG
- }
- }
- }
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