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@rje
Created September 16, 2015 17:50
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Shader "Custom/BasicOcclusionShader" {
Properties{
_OcclusionColor("Color", Color) = (1, 0, 1, 1)
}
SubShader {
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest Greater
ZWrite Off
LOD 200
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
fixed4 _OcclusionColor;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
return _OcclusionColor;
}
ENDCG
}
}
}
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