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Shader ".poiyomi/Extras/StencilInvis" | ||
{ | ||
properties | ||
{ | ||
[HideInInspector] m_StencilPassOptions ("Stencil", Float) = 0 | ||
[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0 | ||
//[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0 | ||
//[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0 | ||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0 | ||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0 | ||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0 | ||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8 | ||
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||
[HideInInspector] m_renderingOptions ("Rendering Options", Float) = 0 | ||
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 | ||
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4 | ||
[Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend ("Source Blend", Float) = 5 | ||
[Enum(UnityEngine.Rendering.BlendMode)] _DestinationBlend ("Destination Blend", Float) = 10 | ||
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1 | ||
} | ||
CustomEditor "ThryEditor" | ||
SubShader | ||
{ | ||
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } | ||
ColorMask 0 | ||
ZWrite [_ZWrite] | ||
Cull [_Cull] | ||
ZTest [_ZTest] | ||
Offset [_ZBias], [_ZBias] | ||
Stencil | ||
{ | ||
Ref [_StencilRef] | ||
Comp [_StencilCompareFunction] | ||
Pass [_StencilPassOp] | ||
Fail [_StencilFailOp] | ||
ZFail [_StencilZFailOp] | ||
} | ||
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CGINCLUDE | ||
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 half4(1, 1, 0, 1); | ||
} | ||
ENDCG | ||
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Pass | ||
{ | ||
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CGPROGRAM | ||
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#pragma vertex vert | ||
#pragma fragment frag | ||
ENDCG | ||
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||
} | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,62 @@ | ||
Shader ".poiyomi/Extras/MasterScanner" | ||
{ | ||
properties | ||
{ | ||
[HideInInspector] m_StencilPassOptions ("Stencil", Float) = 0 | ||
[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0 | ||
//[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0 | ||
//[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0 | ||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0 | ||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0 | ||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0 | ||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8 | ||
} | ||
CustomEditor "ThryEditor" | ||
SubShader | ||
{ | ||
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Tags { "Queue" = "background" } | ||
ColorMask 0 | ||
ZWrite Off | ||
Cull Off | ||
ZTest Always | ||
Stencil | ||
{ | ||
Ref 901 | ||
Comp Always | ||
Pass Replace | ||
} | ||
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||
CGINCLUDE | ||
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 half4(1, 1, 0, 1); | ||
} | ||
ENDCG | ||
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Pass | ||
{ | ||
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CGPROGRAM | ||
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#pragma vertex vert | ||
#pragma fragment frag | ||
ENDCG | ||
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} | ||
} | ||
} |
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