CapersProject/Assets/StylizedWater2/Shaders/WaterCutoutMask.shader
2024-08-06 16:37:03 +09:00

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Shader "Stylized Water 2/Cutout"
{
Properties
{
//[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.core": "10.3.2"
"com.unity.render-pipelines.universal": "10.3.2"
}
Tags { "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent-1" }
ColorMask 0
ZWrite On
Pass
{
Name "Depth mask"
HLSLPROGRAM
#pragma multi_compile_instancing
#include "Libraries/URP.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#pragma vertex vert
#pragma fragment frag
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
#endif
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 frag() : SV_Target { return 0; }
ENDHLSL
}
}
}