48 lines
820 B
Plaintext
48 lines
820 B
Plaintext
|
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
|
||
|
}
|
||
|
}
|
||
|
}
|