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- // Small tweak to a basic unlit shader to cheat crosshair depth to render on top of targets.
- Shader "Custom/CrosshairZCheat"
- {
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- _Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
- }
-
- SubShader
- {
- Tags { "Queue" = "Transparent" }
- Cull Off
- Lighting Off
- ZTest Off
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- fixed4 color : COLOR;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- half2 texcoord : TEXCOORD0;
- fixed4 color : COLOR;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
-
- v2f vert (appdata v)
- {
- // Cheat the post-mvp transformed z towards the camera.
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.vertex.z -= 0.01;
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.color = v.color;
- return o;
- }
-
- fixed4 frag (v2f i) : COLOR
- {
- fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color;
- return col;
- }
- ENDCG
- }
- }
- }
-
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