Shader "Scanner/WorldScanning/Transparency Textured" { Properties { [Header(Surface)] _BaseMap ("Base Map", 2D) = "white" {} _BaseColor ("Base Color", Color) = (1, 1, 1, 1) [Header(Scan)] _LightSweepVector ("Light Sweep Vector", Vector) = (0, 0, 1, 0) _LightSweepAmp ("Light Sweep Amp", Float) = 1 _LightSweepExp ("Light Sweep Exp", Float) = 10 _LightSweepInterval ("Light Sweep Interval", Float) = 20 _LightSweepSpeed ("Light Sweep Speed", Float) = 10 _LightSweepColor ("Light Sweep Color", Color) = (1, 0, 0, 0) _LightSweepAddColor ("Light Sweep Add Color", Color) = (0, 0, 0, 0) } SubShader { Tags { "RenderPipeline" = "UniversalRenderPipeline" "IgnoreProjector" = "True" "RenderType" = "Transparent" "Queue" = "Transparent" } ZWrite Off // Blend SrcAlpha One Blend SrcAlpha OneMinusSrcAlpha HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" float4 _BaseMap_ST; half4 _BaseColor; ENDHLSL Pass { Tags { "LightMode" = "UniversalForward" } HLSLPROGRAM #pragma vertex SurfaceVertex #pragma fragment SurfaceFragment #include "Utils.cginc" // ------------------------------------- // Universal Render Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile ALS_DIRECTIONAL ALS_SPHERICAL TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); void SurfaceFunction (Varyings IN, out CustomSurfaceData surfaceData) { surfaceData = (CustomSurfaceData)0; float2 uv = TRANSFORM_TEX(IN.uv, _BaseMap); half4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv) * _BaseColor; surfaceData.diffuse = baseColor.rgb; surfaceData.alpha = baseColor.a; surfaceData.positionWS = IN.positionWS; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// half4 LightingFunction (CustomSurfaceData surfaceData, LightingData lightingData) { float4 sonar = LightSweepColor(float4(surfaceData.positionWS, 1.0)); half3 c = surfaceData.diffuse.rgb * _LightSweepAmp; return half4(c, sonar.a); } ENDHLSL } UsePass "Universal Render Pipeline/Lit/ShadowCaster" UsePass "Universal Render Pipeline/Lit/DepthOnly" UsePass "Universal Render Pipeline/Lit/Meta" } FallBack Off }