#ifndef SG_SELECTION_PICKING_PASS_INCLUDED #define SG_SELECTION_PICKING_PASS_INCLUDED PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; output = BuildVaryings(input); PackedVaryings packedOutput = (PackedVaryings)0; packedOutput = PackVaryings(output); return packedOutput; } half4 frag(PackedVaryings packedInput) : SV_TARGET { Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked); #if _ALPHATEST_ON // This isn't defined in the sprite passes. It looks like the built-in legacy shader will use this as it's default constant float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; #ifdef SCENESELECTIONPASS // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = unity_SelectionID; #endif return outColor; } #endif