52 lines
1.4 KiB
Plaintext
52 lines
1.4 KiB
Plaintext
Shader "Custom/InvisibleWithDepth"
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{
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Properties
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{
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_BaseColor("Base Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 200
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Pass
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{
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Name "MainPass"
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Tags { "LightMode"="UniversalForward" }
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ZWrite On // نوشتن در Depth Buffer
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ZTest LEqual // تست عمق
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Blend One Zero // بدون ترکیب با رنگهای دیگر
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Cull Off // قابل مشاهده از هر دو طرف
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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output.positionCS = TransformObjectToHClip(input.positionOS);
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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return half4(0, 0, 0, 0); // کاملاً شفاف
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}
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ENDHLSL
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}
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}
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}
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