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- Shader "StencilFullScreen"
- {
- Properties
- {
- _Color("Color", Color) = (1,1,1,1)
- [IntRange] _StencilID ("Stencil ID", Range(0, 255)) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
- }
- LOD 100
- Stencil
- {
- Ref [_StencilID]
- Comp Equal
- }
- Pass
- {
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
- half4 Frag(Varyings input) : SV_Target
- {
- const float4 sceneColor = FragBilinear(input);
- return sceneColor + half4(0, 0.1, 0, 0);
- }
- ENDHLSL
- }
- }
- }
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