Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Shader "Unlit/FullScreenStencil"
- {
- Properties {
- _Color ("Color", Color) = (0.5,0.5,0.5,0.2)
- }
- SubShader
- {
- Tags { "Queue"="Transparent" "RenderType"="Transparent" }
- LOD 100
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- Cull off
- ZTest off
- ZWrite off
- Stencil {
- Ref 1
- Comp equal
- }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag alpha:blend
- #include "UnityCG.cginc"
- fixed4 _Color;
- struct appdata
- {
- float4 vertex : POSITION;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- return _Color;
- }
- ENDCG
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement