73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Shader "Unlit/StencilPortalShader"
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| {
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|     Properties
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|     {
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|         [IntRange] _StencilID("Stencil ID", Range(1, 255)) = 1
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|     }
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| 
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|     SubShader
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|     {
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|         Tags
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|         {
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|             "RenderType" = "Opaque"
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|             "Queue" = "Geometry"
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|             "RenderPipeline" = "UniversalPipeline"
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|         }
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| 
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|         Pass
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|         {
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|             Blend Zero One
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|             ZWrite Off
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|             Cull Off // turn off backface culling
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| 
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|             Stencil
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|             {
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|                 Ref[_StencilID]
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|                 Comp Always
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|                 Pass Replace
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|                 Fail Keep
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|             }
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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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| 
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|             #include "UnityCG.cginc"
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| 
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|             struct appdata
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|             {
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|                 float4 vertex : POSITION;
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| 
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|                 UNITY_VERTEX_INPUT_INSTANCE_ID
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|             };
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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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| 
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|                 UNITY_VERTEX_INPUT_INSTANCE_ID
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|                 UNITY_VERTEX_OUTPUT_STEREO
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|             };
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| 
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| 
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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_INITIALIZE_OUTPUT(v2f, o);
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|                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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| 
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|                 o.vertex = UnityObjectToClipPos(v.vertex);
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|                 return o;
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|             }
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| 
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|             fixed4 frag(v2f i) : SV_Target
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|             {
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|                 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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| 
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|                 return float4(0.0, 1.0, 0.0, 1.0);
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|             }
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|             ENDCG
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|         }
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|     }
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| } |