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| Shader "Hidden/BoneHandles" | |
| { | |
| Properties | |
| { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| } | |
| SubShader | |
| { | |
| Tags { "Queue" = "Transparent" "RenderType"="Transparent" "ForceSupported" = "True" } | |
| Lighting Off | |
| Blend SrcAlpha OneMinusSrcAlpha | |
| ZWrite Off | |
| Cull Back | |
| Fog { Mode Off } | |
| ZTest Always | |
| Pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #pragma multi_compile_instancing | |
| #pragma multi_compile __ WIRE_ON | |
| #include "UnityCG.cginc" | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| UNITY_VERTEX_INPUT_INSTANCE_ID | |
| }; | |
| struct v2f | |
| { | |
| float4 vertex : SV_POSITION; | |
| UNITY_VERTEX_INPUT_INSTANCE_ID | |
| }; | |
| UNITY_INSTANCING_BUFFER_START(Props) | |
| UNITY_DEFINE_INSTANCED_PROP(float4, _Color) | |
| UNITY_INSTANCING_BUFFER_END(Props) | |
| v2f vert (appdata v) | |
| { | |
| v2f o; | |
| UNITY_SETUP_INSTANCE_ID(v); | |
| UNITY_TRANSFER_INSTANCE_ID(v, o); | |
| o.vertex = UnityObjectToClipPos(v.vertex); | |
| return o; | |
| } | |
| fixed4 frag (v2f i) : SV_Target | |
| { | |
| UNITY_SETUP_INSTANCE_ID(i); | |
| fixed4 col = UNITY_ACCESS_INSTANCED_PROP(Props, _Color); | |
| #ifdef WIRE_ON | |
| col.a = 1.0f; | |
| #endif | |
| return col; | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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