Unity-DebugX/Runtime/Shaders/Handles.shader

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2025-02-22 17:25:54 +08:00
Shader "DCFApixels/DebugX/Handles"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off Fog { Mode Off }
Lighting Off
ZTest On
CGINCLUDE
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
half4 color : COLOR;
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
UNITY_INSTANCING_BUFFER_END(Props)
float4 _DebugX_GlobalColor;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color * UNITY_ACCESS_INSTANCED_PROP(Props, _Color) * _DebugX_GlobalColor;
return o;
}
ENDCG
Pass
{
ZTest LEqual
CGPROGRAM
half4 frag (v2f i) : SV_Target
{
return i.color;
}
ENDCG
}
Pass
{
ZTest Greater
CGPROGRAM
half4 frag (v2f i) : SV_Target
{
return i.color * half4(1, 1, 1, 0.1);
}
ENDCG
}
}
}