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Shader ".poiyomi/Extras/StencilInvis"
{
properties
{
[HideInInspector] m_StencilPassOptions ("Stencil", Float) = 0
[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
//[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0
//[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8
[HideInInspector] m_renderingOptions ("Rendering Options", Float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
[Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend ("Source Blend", Float) = 5
[Enum(UnityEngine.Rendering.BlendMode)] _DestinationBlend ("Destination Blend", Float) = 10
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1
}
CustomEditor "ThryEditor"
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
ColorMask 0
ZWrite [_ZWrite]
Cull [_Cull]
ZTest [_ZTest]
Offset [_ZBias], [_ZBias]
Stencil
{
Ref [_StencilRef]
Comp [_StencilCompareFunction]
Pass [_StencilPassOp]
Fail [_StencilFailOp]
ZFail [_StencilZFailOp]
}
CGINCLUDE
struct appdata
{
float4 vertex: POSITION;
};
struct v2f
{
float4 pos: SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i): COLOR
{
return half4(1, 1, 0, 1);
}
ENDCG
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
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