ArabDesert/Assets/Bakery/ftFarSphereRender.shader

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2024-05-25 09:10:35 +03:00
// Used on the scene when capturing from BakerySectors
// Outputs albedo, normal and alpha
// Shader replacement logic will select subshaders by RenderType
// In SRP we'll choose a pass instead
Shader "Hidden/ftFarSphereRender"
{
Properties
{
//_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// Used by SRP
Tags { "RenderType"="NotReally" }
Pass
{
// Opaque
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define OPAQUE
#include "ftFarSphereRenderBase.cginc"
ENDCG
}
Pass
{
// Transparent
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "ftFarSphereRenderBase.cginc"
ENDCG
}
Pass
{
// TransparentCutout
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "ftFarSphereRenderBase.cginc"
ENDCG
}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define OPAQUE
#include "ftFarSphereRenderBase.cginc"
ENDCG
}
}
SubShader
{
Tags { "RenderType"="Transparent" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "ftFarSphereRenderBase.cginc"
ENDCG
}
}
SubShader
{
Tags { "RenderType"="TransparentCutout" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "ftFarSphereRenderBase.cginc"
ENDCG
}
}
}