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

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Shader "Hidden/LIV_WriteOpaqueToAlpha"
{
SubShader
{
Tags { "Queue" = "Overlay" "LightMode" = "Always" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True"}
Pass {
Name "CLIP_PLANE_FIX_ALPHA"
Blend Off
ZTest Greater
ZWrite Off
Cull Off
ColorMask A
Fog{ Mode Off }
CGPROGRAM
#pragma target 4.6
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex.xy = v.vertex.xy * 2.0;
o.vertex.z = 0;
o.vertex.w = 1;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return 1;
}
ENDCG
}
}
}