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StencilMaskID.shader
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120 lines (99 loc) · 3.24 KB
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// MIT License
//
// Copyright (c) 2017 Noisecrime
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
Shader "Stencils/Masks/StencilID"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_StencilReferenceID("Stencil ID Reference Reference", Float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp("Stencil Operation", Float) = 2
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
[Enum(UnityEngine.Rendering.Shader_ColorWriteMask)] _ColorMask("Color Mask", Float) = 0
[MaterialToggle] _ZWrite("ZWrite", Float) = 0
}
SubShader
{
Tags
{
"RenderType" = "StencilMaskOpaque"
"Queue" = "Geometry-100"
"IgnoreProjector" = "True"
}
Pass
{
ZWrite [_ZWrite]
ColorMask[_ColorMask]
Stencil
{
Ref[_StencilReferenceID]
Comp[_StencilComp] // always
Pass[_StencilOp] // replace
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR
{
return _Color;
}
ENDCG
}
}
}
/*
Pass {
Cull Front
ZTest Less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass {
Cull Back
ZTest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
*/