59 lines
1.2 KiB
Plaintext
59 lines
1.2 KiB
Plaintext
Shader "URPWater/VFX/Mask" {
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Properties
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{
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}
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SubShader{
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Tags { "Queue" = "Transparent-1" "RenderPipeline" = "UniversalPipeline" }
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ColorMask 0
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ZWrite On
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Pass {
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Name "URPWaterMask"
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#pragma vertex vert
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#pragma fragment frag
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Varyings vert(Attributes i)
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{
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Varyings o = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_TRANSFER_INSTANCE_ID(i, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = TransformObjectToHClip(i.vertex.xyz);
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return o;
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}
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half4 frag() : SV_Target
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{
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return 0;
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}
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ENDHLSL
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}
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}
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} |