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- Shader "UCLA Game Lab/Wireframe Double Sided" {
- Properties {
- _Color ("Line Color", Color) = (1,1,1,1)
- _MainTex ("Main Texture", 2D) = "white" {}
- _Thickness ("Thickness", Float) = 1
- _Firmness ("Line Firmness", Float) = 1
- [HideInInspector]
- _Cull("_Cull", Float) = 2.0
- [HideInInspector]
- _ZWrite("_ZWrite", Float) = 1.0
- }
- CustomEditor "UCLAGameLabWireframeMaterialEditor"
- SubShader {
- Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" }
- // ZBuffer
- Pass {
- ZWrite On
- ColorMask 0
- }
- // Back faces
- Pass {
- Name "BACKSIDE"
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite[_ZWrite]
- Cull Front
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "UCLA GameLab Wireframe Shaders.cginc"
- #pragma target 5.0
- #pragma vertex UCLAGL_vert
- #pragma geometry UCLAGL_geom
- #pragma fragment UCLAGL_frag
- #pragma shader_feature UCLAGL_CUTOUT
- #pragma shader_feature UCLAGL_DISTANCE_AGNOSTIC
- ENDCG
- }
- // Front faces
- Pass {
- Name "FRONTSIDE"
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite[_ZWrite]
- Cull[_Cull]
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "UCLA GameLab Wireframe Shaders.cginc"
- #pragma target 5.0
- #pragma vertex UCLAGL_vert
- #pragma geometry UCLAGL_geom
- #pragma fragment UCLAGL_frag
- #pragma shader_feature UCLAGL_CUTOUT
- #pragma shader_feature UCLAGL_DISTANCE_AGNOSTIC
- ENDCG
- }
- }
- Fallback "Diffuse"
- }
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