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WACVR/Assets/LIV/Resources/Shaders/LIV_ClipPlaneSimple.shader

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Shader "Hidden/LIV_ClipPlaneSimple"
{
SubShader
{
Tags { "Queue" = "Overlay" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"}
Pass {
Name "CLIP_PLANE_SIMPLE"
Cull Off
ZWrite On
Blend Off
Fog{ Mode Off }
ColorMask[_LivColorMask]
CGPROGRAM
#pragma target 4.6
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
#include "UnityCG.cginc"
struct VertexData {
float4 vertex : POSITION;
};
struct VertexToFragData {
float4 vertex : POSITION;
};
VertexToFragData VertexProgram(VertexData v)
{
VertexToFragData o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 FragmentProgram(VertexToFragData i) : SV_Target
{
return fixed4(0, 0, 0, 0);
}
ENDCG
}
}
}