Shader "XRLineRenderer/MeshChain - Min Color" { Properties { _Color("Color Tint", COLOR) = (1,1,1,1) _lineSettings ("Line Thickness Settings", VECTOR) = (0, 1, .5, 1) _lineRadius("Line Radius Scale, Min, Max", VECTOR) = (1, 0, 100) // Local space or world space data [HideInInspector] _WorldData("__worlddata", Float) = 0.0 // Depth effects line width [HideInInspector] _LineDepthScale("__linedepthscale", Float) = 1.0 } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } LOD 100 Pass { // This version of the shader writes any pixel darker than the background // It uses the 'min' operation to keep line consistency Blend One One BlendOp Min Cull Off Lighting Off ZWrite Off Offset 0, -.1 CGPROGRAM #pragma vertex vert #pragma fragment fragInvert #pragma multi_compile LINE_PERSPECTIVE_WIDTH LINE_FIXED_WIDTH #pragma multi_compile LINE_MODEL_SPACE LINE_WORLD_SPACE #include "UnityCG.cginc" #include "MeshChain.cginc" ENDCG } } FallBack "Diffuse" CustomEditor "Unity.XRTools.Rendering.MeshChainShaderGUI" }