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