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- Shader "Custom/HolePrepare" {
- Properties{
- }
- SubShader{
- Tags { "RenderType" = "Opaque" "Queue" = "Geometry+1"}
- ColorMask 0
- ZWrite off
- Stencil {
- Ref 1
- Comp always
- Pass replace
- }
- CGINCLUDE
- struct appdata {
- float4 vertex : POSITION;
- };
- struct v2f {
- float4 pos : SV_POSITION;
- };
- v2f vert(appdata v) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- return o;
- }
- half4 frag(v2f i) : SV_Target {
- return half4(1,1,0,1);
- }
- ENDCG
- Pass {
- Cull Front
- ZTest Less
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- Pass {
- Cull Back
- ZTest Greater
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
- }
- Shader "Custom/Hole" {
- Properties{
- }
- SubShader{
- Tags{ "Queue" = "Geometry+10" }
- ColorMask RGB
- ZWrite On
- Stencil {
- Ref 1
- Comp notequal
- Pass Zero
- }
- Pass{}
- }
- }
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