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- Shader "Hidden/Shadow2DUnshadowGeometry"
- {
- Properties
- {
- [HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 0
- }
- SubShader
- {
- Tags { "RenderType" = "Transparent" }
-
- Pass
- {
- Stencil
- {
- Ref 1
- Comp Always
- Pass Replace
- }
-
- Cull Off
- Blend SrcColor Zero
- BlendOp Add
- ZWrite Off
- ZTest Always
-
- ColorMask 0
-
- Name "Geometry Unshadow (0) - Stencil: Ref 1, Comp Always, Pass Replace"
-
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
-
- struct Attributes
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- Varyings vert(Attributes v)
- {
- Varyings o;
- o.vertex = TransformObjectToHClip(v.vertex.xyz);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
-
- half4 frag(Varyings i) : SV_Target
- {
- return half4(1, 1, 1, 1);
- }
- ENDHLSL
- }
- Pass
- {
- Stencil
- {
- Ref 0
- Comp Always
- Pass Replace
- }
-
- Cull Off
- Blend One One
- BlendOp Add
- ZWrite Off
- ZTest Always
-
- ColorMask B
-
- Name "Geometry Unshadow (B) - Stencil: Ref 0, Comp Always, Pass Replace"
-
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
-
- struct Attributes
- {
- float4 vertex : POSITION;
- };
-
- struct Varyings
- {
- float4 vertex : SV_POSITION;
- };
-
- Varyings vert(Attributes v)
- {
- Varyings o;
- o.vertex = TransformObjectToHClip(v.vertex.xyz);
- return o;
- }
-
- half4 frag(Varyings i) : SV_Target
- {
- return half4(1, 1, 1, 1);
- }
- ENDHLSL
- }
- }
- }
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