30 lines
730 B
Plaintext
30 lines
730 B
Plaintext
// Simple unlit shader with no culling. Used for occlusion baking.
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Shader "Hidden/VRCLV/OcclusionShader" {
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Properties {
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[MainColor] _Color ("Color", Color) = (1,1,1,1)
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}
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SubShader {
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Tags { "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Off
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ZWrite On
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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float4 _Color;
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float4 vert (float4 vertex : POSITION) : SV_POSITION {
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return UnityObjectToClipPos(vertex);
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}
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float4 frag () : SV_Target {
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return _Color;
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}
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ENDCG
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}
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}
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}
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