1234567891011121314151617181920212223242526272829303132333435363738394041424344 |
- Shader "Custom/MobileOcclusion"
- {
- SubShader {
- Pass {
- // Render the Occlusion shader before all
- // opaque geometry to prime the depth buffer.
- Tags { "Queue"="Geometry" }
- ZWrite On
- ZTest LEqual
- ColorMask 0
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- };
- struct v2f
- {
- float4 position : SV_POSITION;
- };
- v2f vert (appdata input)
- {
- v2f output;
- output.position = UnityObjectToClipPos(input.vertex);
- return output;
- }
- fixed4 frag (v2f input) : SV_Target
- {
- return fixed4(0.5, 0.3, 0.0, 1.0);
- }
- ENDCG
- }
- }
- }
|