Shader "DCFApixels/DebugX/Handles" { Properties { _Color ("Color", Color) = (1,1,1,1) [Toggle] _VertexColor("Vertex Color", Float) = 0 [Toggle] _FakeLight("Fake Light", Float) = 0 [Toggle] _Billboard("Billboard", Float) = 0 [Toggle] _Dot("Dot", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "ForceNoShadowCasting"="True" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Fog { Mode Off } Lighting Off Offset -1, -1 ZTest On CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #pragma shader_feature_local _VERTEXCOLOR_ON #pragma shader_feature_local _FAKELIGHT_ON #pragma shader_feature_local _ONEPASS_ON #pragma shader_feature_local _BILLBOARD_ON #pragma shader_feature_local _DOT_ON #pragma instancing_options procedural:setup #include "UnityCG.cginc" #include "HandlesLibrary.cginc" #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) struct InstanceData { float4x4 m; float4 color; }; StructuredBuffer _DataBuffer; void setup() { InstanceData data = _DataBuffer[unity_InstanceID]; UNITY_MATRIX_M = data.m; //UNITY_MATRIX_M _Color = data.color; } #endif struct appdata_t { float4 vertex : POSITION; #if _FAKELIGHT_ON float3 normal : NORMAL; #endif #if _VERTEXCOLOR_ON float4 color : COLOR; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; half4 color : COLOR; }; float4 _DebugX_GlobalColor; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); float4x4 M = GET_HANDLE_UNITY_MATRIX_M(); #if _BILLBOARD_ON float4 worldOrigin = mul(M, float4(0, 0, 0, 1)); float4 viewOrigin = float4(UnityObjectToViewPos(float3(0, 0, 0)), 1); float4 worldPos = mul(M, v.vertex); float4 viewPos = worldPos - worldOrigin + viewOrigin; float4 clipsPos = mul(UNITY_MATRIX_P, viewPos); o.vertex = clipsPos; #else o.vertex = UnityObjectToClipPos(v.vertex); //UNITY_MATRIX_VP #endif half4 color = _Color; #if _VERTEXCOLOR_ON color *= v.color; #endif #if _FAKELIGHT_ON float3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_MV, v.normal).xyz); float nl = saturate(eyeNormal.z); float lighting = 0.333 + nl * 0.667 * 0.5; color.rgb = lighting * color.rgb; color = saturate(color) * _DebugX_GlobalColor; #endif o.color = 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 } } }