ZeroVR/ZeroPacientVR/Assets/HurricaneVR/Framework/VFX/AlwaysVisibleShader.shader

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Shader "Custom/AlwaysVisibleShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Cull Off
Pass{
ZTest Greater
}
Pass{
ZTest Less
}
Pass{
ZTest Always
}
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf NoLighting
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutput o) {
//o.Albedo = _Color.rgb * _Color.a;
o.Emission = _Color.rgb;
o.Alpha = _Color.a;
}
fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) {
return fixed4(0,0,0,0);//half4(s.Albedo, s.Alpha);
}
ENDCG
}
FallBack "Diffuse"
}