unity_native_render_plugin/Assets/Scripts/Features/OIT/LLOIT/LLOITSimpleTranspatent.shader

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2026-02-02 15:26:23 +08:00
Shader "OIT/LLOIT/LLOITSimpleTranspatent"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass
{
ZTest LEqual
ZWrite Off
ColorMask 0
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#include "UnityCG.cginc"
#include "LinkedListCreation.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
[earlydepthstencil]
fixed4 frag (v2f i, uint uSampleIdx : SV_SampleIndex) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv) * _Color;
createFragmentEntry(col, i.vertex.xyz, uSampleIdx);
return col;
}
ENDCG
}
}
}