2022-11-21 17:56:52 +01:00

53 lines
1.3 KiB
Plaintext

Shader "Mirror/TransparentBackground" {
Properties {
[Enum(UnityEngine.Rendering.CullMode)] _CullMode("Cull Mode", Int) = 1
[ToggleUI(MIRROR_ONLY)] _MirrorOnly("Mirror Only", Float) = 0
}
SubShader {
Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "Queue"="Geometry"}
ColorMask RGBA
Cull [_CullMode]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
float _MirrorOnly;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
if (_MirrorOnly == 1 & (unity_CameraProjection[2][0] == 0.f || unity_CameraProjection[2][1] == 0.f)){
o.vertex = -1;
}
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col = _Color;
return col;
}
ENDCG
}
}
}