92 lines
2.7 KiB
Plaintext
92 lines
2.7 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities"
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{
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SubShader
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{
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Pass
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{
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Name "Picking"
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Tags { "LightMode" = "Picking" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma editor_sync_compilation
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#include "UnityCG.cginc"
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#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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#define CURVEDWORLD_BEND_ID_#ID#
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#define TERRAIN_BASE_PASS
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#include "../../TerrainSplatmapCommon.cginc"
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float4 vert(appdata_full v) : SV_POSITION
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{
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UNITY_SETUP_INSTANCE_ID(v);
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Input i;
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SplatmapVert(v, i);
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return UnityObjectToClipPos(v.vertex);
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}
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uniform float4 _SelectionID;
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fixed4 frag() : SV_Target
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{
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return _SelectionID;
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}
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ENDCG
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}
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Pass
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{
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Name "Selection"
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Tags { "LightMode" = "SceneSelectionPass" }
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Blend One Zero
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ZTest LEqual
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Cull Off
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ZWrite Off
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// push towards camera a bit, so that coord mismatch due to dynamic batching is not affecting us
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Offset -0.02, 0
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma editor_sync_compilation
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#include "UnityCG.cginc"
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#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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#define CURVEDWORLD_BEND_ID_#ID#
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#define TERRAIN_BASE_PASS
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#include "../../TerrainSplatmapCommon.cginc"
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float4 vert(appdata_full v) : SV_POSITION
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{
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UNITY_SETUP_INSTANCE_ID(v);
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Input i;
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SplatmapVert(v, i);
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return UnityObjectToClipPos(v.vertex);
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}
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int _ObjectId;
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int _PassValue;
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float4 frag() : SV_Target
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{
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return float4(_ObjectId, _PassValue, 1, 1);
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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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