Shader "Scanner/WorldScanning/Transparency" { Properties { _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) [Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend Source", Int) = 5 [Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend Destination", Int) = 10 } SubShader { Tags { "RenderPipeline" = "UniversalRenderPipeline" "IgnoreProjector" = "True" "RenderType" = "Transparent" "Queue" = "Transparent" } ZWrite Off Blend [_BlendSrc] [_BlendDst] HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 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 void SurfaceFunction (Varyings IN, out CustomSurfaceData surfaceData) { surfaceData = (CustomSurfaceData)0; surfaceData.positionWS = IN.positionWS; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// half4 LightingFunction (CustomSurfaceData surfaceData, LightingData lightingData) { return LightSweepColor(float4(surfaceData.positionWS, 1.0)); } ENDHLSL } UsePass "Universal Render Pipeline/Lit/ShadowCaster" UsePass "Universal Render Pipeline/Lit/DepthOnly" UsePass "Universal Render Pipeline/Lit/Meta" } FallBack Off }