Files
beyond/Assets/ThirdParty/testy/Marcin/DepthPrepassTransparent.shader
2025-09-21 17:52:23 +02:00

79 lines
2.6 KiB
Plaintext

Shader "Unlit/DepthPrepassTransparent"
{
Properties
{
// This property is necessary to receive the texture from the main material
_MainTex("Texture", 2D) = "white" {}
// This property is necessary to receive the alpha cutoff value from the main material
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
SubShader
{
// This pass is for the depth pre-pass.
// It writes depth for transparent objects that need it.
Tags { "RenderType" = "TransparentCutout" "RenderPipeline" = "UniversalPipeline" }
Pass
{
// Use the "DepthOnly" LightMode for URP to identify this as a depth pass.
Name "DepthOnly"
Tags { "LightMode" = "DepthOnly" }
// Write to the depth buffer
ZWrite On
// Do not write to any color channels
ColorMask 0
// Standard back-face culling
Cull Back
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// Includes for URP core functionality
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
// Match the properties block
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
half _Cutoff;
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
Varyings vert(Attributes input)
{
Varyings output;
// Standard vertex transformation
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
return output;
}
half4 frag(Varyings input) : SV_TARGET
{
// Sample the texture to get the alpha value
half alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a;
// Perform alpha clipping. Discard the fragment if its alpha is below the cutoff.
// This ensures the depth shape matches the visible shape.
clip(alpha - _Cutoff);
// We don't need to return a color as ColorMask is 0,
// but the function must return something.
return 0;
}
ENDHLSL
}
}
}