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EdgePickerURP.shader
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67 lines (58 loc) · 1.67 KB
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Shader "Hidden/ProBuilder/EdgePickerURP"
{
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "17.0"
}
Tags
{
"ProBuilderPicker"="EdgePass"
"RenderType"="Opaque"
"RenderPipeline"="UniversalPipeline"
"Queue"="Geometry"
"IgnoreProjector"="True"
"DisableBatching"="True"
}
Pass
{
Name "Edges"
Tags { "LightMode"="ProBuilderPickerA" }
ZTest Less
ZWrite On
Cull Off
Blend Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "ProBuilderCG_URP.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float4 color : COLOR;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
};
Varyings vert(Attributes input)
{
Varyings output;
output.positionCS = UnityObjectToClipPosWithOffset(input.positionOS.xyz);
output.color = input.color;
return output;
}
half4 frag(Varyings input) : SV_Target
{
clip(input.color.a - 0.75);
return input.color;
}
ENDHLSL
}
}
// Fallback to built-in renderer version
Fallback "Hidden/ProBuilder/EdgePicker"
}