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Shader ".poiyomi/Extras/MasterScanner"
{
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
}
CustomEditor "ThryEditor"
SubShader
{
Tags { "Queue" = "background" }
ColorMask 0
ZWrite Off
Cull Off
ZTest Always
Stencil
{
Ref 901
Comp Always
Pass Replace
}
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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