ArabDesert/Assets/Bakery/ftOverlapTest.shader

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Shader "Hidden/ftOverlapTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float uvSet;
struct appdata
{
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
float2 uv = uvSet > 0.0f ? v.uv1 : v.uv0;
o.vertex = float4(uv*2-1, 0.5, 1);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return float4(1,1,1,1) * (1.0f / 255.0f);
}
ENDCG
}
}
}